3D MAX TUTORIALS

 

Project Workflow

3ds max main window

Once you have installed the program (see the installation guide included with your software package), you open it from the Start menu, or use any other Windows method. The figure above shows the application window with a scene file loaded.

Note: If you open the program from a Command Prompt window or batch file, you can add command-line switches. See Starting from the Command Line.

Note: 3ds max is a single-document application, meaning you can work on only one scene at a time. However, you can open more than one copy of the program and open a different scene in each copy. Opening additional copies of the program requires a lot of RAM. For the best performance, you should plan to open one copy and work on one scene at a time.

Opening multiple copies of the program is not supported in Windows 95/98 or ME.

Modeling Objects

You model and animate objects in the viewports, whose layout is configurable. You can start with a variety of 3D geometric primitives. You can also use 2D shapes as the basis for lofted or extruded objects. You can convert objects to a variety of editable surface types, which you can then model further by pulling vertices and using other tools.

Another modeling tool is to apply modifiers to objects. Modifiers can change object geometry. Bend and Twist are examples of modifiers.

Modeling, editing, and animation tools are available in the command panels and toolbar. See Modeling Objects. Also, you can learn a good deal about modeling from the tutorials available from Help menu > Tutorials.

Material Design

You design materials using the Material Editor, which appears in its own window. You use the Material Editor to create realistic materials by defining hierarchies of surface characteristics. The surface characteristics can represent static materials, or be animated. See Material Editor. Tutorials especially helpful for learning about materials include "Overview of Creating a Scene: Still Life" and "Using Materials."

Lights and Cameras

You create lights with various properties to illuminate your scene. The lights can cast shadows, project images, and create volumetric effects for atmospheric lighting. Physically-based lights let you use real-world lighting data in your scenes and Radiosity provides incredibly accurate light simulation in renderings. See Lights. You can learn more about lighting by following the Introduction to Lighting tutorial.

The cameras you create have real-world controls for lens length, field of view, and motion control such as truck, dolly, and pan. See Cameras.

Animation

You can begin animating your scene at any time by turning on the Auto Key button. Turn the button off to return to modeling. You can also perform animated modeling effects by animating the parameters of objects in your scene. See Animating Your Scene. You can learn more about animating from most of the tutorials.

You use Track View to control animation. Track View is a floating window where you edit animation keys, set up animation controllers, or edit motion curves for your animated effects. The Lip Sync tutorial covers Track View usage.

Rendering

The Renderer includes features such as selective ray tracing, analytical antialiasing, motion blur, volumetric lighting, and environmental effects. With Video Post, you can also composite the scene with animations stored on disk. See Rendering Your Scene. All of the tutorials can help you learn about rendering.

The Radiosity Solution provides incredibly accurate light simulation in renderings.

If your workstation is part of a network, network rendering can distribute rendering jobs over multiple workstations. See Network Rendering.

A Typical Project Workflow

These topics explain the basic procedures for creating scenes:

Setting Up Your Scene

Modeling Objects

Using Materials

Placing Lights and Cameras

Animating Your Scene

Rendering Your Scene


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