From the course: 3ds Max 2019 Essential Training
Using the Exercise Files - 3ds Max Tutorial
From the course: 3ds Max 2019 Essential Training
Using the Exercise Files
- [Instructor] If you have access to the exercise files that I created for this course, then go ahead and download those, extract them, and place them in a convenient location on your hard drive. I've just placed them here on my desktop. If you don't have access to exercise files, you can still learn by using your own assets, and building things as you go. And even if you don't have a copy of 3ds Max in front of you, you can still learn just by observation. Let's take a look at what's inside the exercise files. This is a 3ds Max project folder with very specifically named sub folders for the various different types of assets or files. And most importantly are the scenes inside the scenes folder. And these are 3ds Max dot M-A-X scene files that can only be read by 3ds Max. And there's usually one scene file per movie in the course. You'll see that sometimes there's something that's labeled finished example. If you see one labeled finished example, that's just what it means. It's an example that I created to show you what the tutorial should look like when it's done. If there isn't a finished example, then the next movie in the sequence is the end state. So in other words, the end state for 0308 layer is the begin state for 0309 desk. Okay, so that's how the sequencing works here, and additionally, there's another folder inside scenes, and these are x refs, or external references, and these are here to save disk space. These scenes are loaded into other scenes at the top level here. The x refs are referenced, or linked into these other scenes so that we don't have massive duplication of data. I've only stored those scenes once inside x refs. Additionally, other dependent files are found in scene assets. Open that up. Inside scene assets images are a few bitmaps that are applied to materials. There's also a single vector art file of a logo. They're similar vector art files. Over here there's one, there's an Illustrator document, because later I'm going to illustrate how to import from Illustrator. So there's an actual Illustrator document here. And in the import folder, there's also a version of an Illustrator document that's been saved out to an older file format, an Illustrator version eight format. And then lastly, inside render output, there's an example of an image sequence. And we'll be taking a look at that later in the course. Those are the exercise files that I've provided with this course.
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Contents
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Getting familiar with the interface3m 14s
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Customizing a workspace6m 19s
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Customizing viewport and grid colors4m 26s
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Creating and manipulating primitives5m 49s
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Transforming objects with Move and Rotate6m 15s
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Navigating in viewports6m 35s
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Choosing viewport shading modes4m 4s
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Saving time with keyboard shortcut hotkeys5m 41s
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Customizing hotkeys4m 29s
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Choosing a reference coordinate system8m 27s
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Manipulating objects around a transform center3m 42s
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Using the Scene Explorer outline2m 6s
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Configuring viewport layouts4m 16s
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Using Isolate Selection and Lock Selection2m 26s
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Selecting in window and crossing modes1m 51s
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Specifying display units4m 43s
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Specifying system units4m 41s
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Defining the home grid4m 38s
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Saving a maxstart.max template scene3m 10s
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Creating an image plane9m 50s
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Duplicating objects with Array8m 8s
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Collecting objects in groups3m 4s
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Managing display layers6m 26s
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Merging scenes3m 32s
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Referencing scenes with XRef objects6m 32s
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Creating shapes6m 25s
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Creating a loft compound object6m 49s
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Creating a freehand spline3m 44s
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Editing control vertex types3m 45s
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Editing Bezier splines7m 49s
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Rendering shapes3m 33s
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Setting shape detail with Interpolation4m 59s
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Revolving a surface with the Lathe modifier7m 23s
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Extruding with the Sweep modifier5m 37s
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Importing Illustrator paths to 3ds Max7m 19s
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Adding a Bevel modifier9m 57s
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Creating a TextPlus primitive10m 14s
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Modeling walls with the Extrude modifier8m 6s
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Preparing Boolean operands6m 6s
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Adding edges with Quickslice4m 30s
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Cutting with Boolean subtraction2m 29s
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Creating doors6m 39s
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Using the Modeling ribbon5m 56s
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Creating polygons3m 27s
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Transforming sub-objects5m 35s
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Use the caddy to set options for an inset polygon6m 1s
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Cloning sub-objects with Detach3m 26s
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Branching with Editable Poly Extrude3m 21s
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Simplifying geometry with Remove2m 47s
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Extruding a planar surface to a closed volume4m 44s
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Detailing with Editable Poly Chamfer4m 5s
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Reflecting objects with Mirror6m 11s
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Welding vertices4m 47s
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Refining geometry with SwiftLoop3m 31s
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Constraining sub-object transforms4m 27s
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Previewing renders with ActiveShade4m 3s
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Assigning a diffuse material2m 52s
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Creating photometric lights2m 39s
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Adjusting light intensity and color3m 44s
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Adjusting the Camera Exposure Control4m 46s
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Adjusting light shape5m 59s
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Adjusting light distribution3m 16s
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Controlling spotlight parameters3m 23s
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Creating a sun and sky7m 8s
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Illuminating a scene with the environment4m 1s
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Using the Light Explorer3m 26s
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Setting up Time Configuration6m 18s
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Creating keyframes in Auto Key mode3m 47s
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Creating keyframes in Set Key mode3m 9s
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Editing keyframes in the Timeline4m 13s
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Editing keyframes in the Dope Sheet5m 49s
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Editing function curves in the Curve Editor9m 35s
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Editing a trajectory with a motion path5m 56s
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