Monday, May 9, 2011

3ds Max 2011 Video Tutorials for Beginners

3ds Max 2011 is a powerful, integrated 3D modeling, animation, rendering, and compositing tool. It's widely used in diverse industries such as architecture, industrial design, motion pictures, gaming, and virtual reality. If you're interested in learning how to use this powerful application, here are some 3ds Max 2011 video tutorials for beginners from 3ds Max 2011 Essential Training from Topics covered in this course include creating motion graphics, shading objects with materials and maps, setting up camera and scene layout, lighting basic scenes, animating particle systems, and more.

3ds Max 2011
3ds Max 2011 Essential Training by


3ds Max 2011 Essential Training - Welcome

Understanding dependencies - 3ds Max 2011 video tutorials for beginners

Applying a bevel modifier - 3ds Max 2011 video tutorials for beginners

Soft-selecting sub-objects with Volume Select - 3ds Max 2011 video tutorials for beginners

Shaping the model - 3ds Max 2011 video tutorials for beginners

Using SwitfLoop - 3ds Max 2011 video tutorials for beginners

Creating a U-loft surface - 3ds Max 2011 video tutorials for beginners

Using bitmaps - 3ds Max 2011 video tutorials for beginners

Using Camera Pan, Truck, and Dolly - 3ds Max 2011 video tutorials for beginners

Setting spotlight hotspot and falloff radius - 3ds Max 2011 video tutorials for beginners

Using Set Key mode - 3ds Max 2011 video tutorials for beginners

Linking objects - 3ds Max 2011 video tutorials for beginners

Assigning a link constraint - 3ds Max 2011 video tutorials for beginners

Adjusting particle parameters - 3ds Max 2011 video tutorials for beginners


Course Information

Training Provider:
Title: 3ds Max 2011 Essential Training
Author: Aaron F. Ross
Duration: 10hrs 4mins
Date of release: 26 May 2010

Chapter 1. Getting Started
Using the Custom UI and Defaults Switcher
Setting local file paths to relative
Using project folders

Chapter 2. The 3ds Max Interface
Getting familiar with the interface
Touring the command panels
Creating primitives
Navigating the viewports
Using hotkeys
Choosing shading modes
Configuring the viewports
Transforming objects
Using the toolbars
Using the Modify panel

Chapter 3. Modeling Basics
Surveying different modeling methods
Setting units
Setting home grid dimensions
Understanding the Level of Detail utility
Working with the Modifier Stack
Understanding dependencies
Collapsing the Modifier Stack
Working with sub-objects

Chapter 4. Modeling with Splines
Creating shapes
Creating lines
Converting a shape to an editable spline
Transforming editable spline sub-objects
Using different types of vertices

Chapter 5. Lofting
Lofting a vase
Setting loft parameters
Editing the path and shapes
Manipulating loft sub-objects
Adding a scale deformation
Adding a shell modifier
Smoothing polygon edges

Chapter 6. Modeling for Motion Graphics
Setting up the project and scene layout
Creating a backdrop profile line
Using Editable Spline Fillet
Extruding shapes
Creating text
Applying a bevel modifier
Choosing bevel parameters
Using Display All Triangle Edges
Adjusting spline interpolation
Deforming beveled objects
Exporting paths from Adobe Illustrator
Importing Illustrator paths to 3ds Max

Chapter 7. Polygon Modeling
Setting up the scene
Creating chamfer boxes
Smoothing edges
Using the Array tool
Grouping objects
Modeling lines
Using the Sweep Modifier
Soft-selecting sub-objects with Volume Select
Removing polygons with Delete Mesh
Clearing a sub-object selection with Mesh Select
Adding randomness with the Noise Modifier

Chapter 8. Subdivision Surface Modeling
Understanding subdivision surfaces
Creating a box and converting to editable poly format
Using the Symmetry Modifier
Working with TurboSmooth
Extruding polygons
Editing edge loops
Shaping the model
Baking subdivisions
Optimizing polygon Level of Detail

Chapter 9. Polygon Modeling with Graphite
Understanding the graphite tools within Editable Poly
Using the Graphite Ribbon interface
Using traditional editable poly tools within Graphite
Adjusting detail with Remove and Cut
Using SwitfLoop
Constraining sub-object transforms
Attaching polygon meshes to a single object
Bridging parts of a mesh

Chapter 10. NURBS Modeling
Understanding NURBS
Creating NURBS curves
Creating a U-loft surface
Editing curves and surfaces
Setting surface approximation

Chapter 11. Materials Basics
Using the Material Editor
Choosing a material type
Choosing a shader type
Adjusting specular parameters
Setting opacity
Understanding procedural Maps and bitmaps
Using bitmaps
Navigating shader trees
Tracking scene assets
Creating simple UVW mapping
Adding reflections with a Raytrace map
Creating an environment
Mapping a bump channel

Chapter 12. Camera Basics
Creating cameras
Understanding target and free cameras
Using Camera Pan, Truck, and Dolly
Adjusting the field of view
Understanding aspect ratio
Showing safe frames
Choosing render output size

Chapter 13. Lighting Basics
Understanding CG lighting
Understanding standard and photometric lights
Creating a target spotlight
Enabling viewport hardware shading
Previewing renderings with ActiveShade
Adjusting intensity and color
Controlling contrast and highlights
Setting spotlight hotspot and falloff radius
Choosing a shadow type
Optimizing shadow maps
Using area shadows
Creating omni lights

Chapter 14. Keyframe Animation
Understanding keyframes
Setting time configuration
Choosing set key filters
Using Set Key mode
Editing keyframes in the Timeline
Using Auto Key mode
Creating animation in passes
Animating modifier parameters
Working in the dope sheet
Editing function curves
Looping animation

Chapter 15. Hierarchies
Understanding hierarchies
Understanding reference coordinate systems
Editing pivot points
Linking objects
Using the Schematic view
Preventing problems with scale
Animating a hierarchy
Fine-tuning the animation

Chapter 16. Controllers and Constraints
Understanding controllers
Applying path constraints
Assigning a link constraint
Using the Motion panel
Animating constrained objects

Chapter 17. Special Effects
Understanding particle systems
Emitting particles from an object with PArray
Adjusting particle parameters
Binding particles to a gravitational force
Colliding particles with a POmniFlector
Creating a particle material
Mapping opacity with a gradient
Assigning a material ID G-Buffer channel
Creating a lens effect glow

Chapter 18. Scanline Rendering
Understanding image sequences
Setting render options
Compressing an image sequence to a movie
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