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3D Studio Max 9 and VIZ Fundamentals Training
£189  

3DS 3D Studio Max 9 and VIZ training DVD

  •   Single User DVD
  •  

    PACKAGE INCLUDES

  • 1 DVD-ROM
  • 296 lessons with over 20 hours of training by Certified AutoDesk Instructors.
  • COURSE FEATURES

    This tutorial series is divided into 3 sections. Modelling, Materials and Lighting, Animation and Scene Assembly.

    Your instructor Ted Boardman is an Autodesk 3ds Max training consultant and Autodesk Certified Trainer. Ted's training increases productivity and efficiency in the 3ds Max pipeline for both new and seasoned users by focusing on critical fundamental workflow techniques and has helped provide training and support for clients range from disciplines in architecture, aerospace and manufacturing, television, to computer gaming. Ted has authored nearly a dozen 3ds Max and VIZ books, including the current 3ds Max 8 Fundamentals by New Riders Publishing, and has published monthly columns on visualization topics at www.CGarchitect.com and presents at Autodesk University and Siggraph for Autodesk.

    Ted helped develop and implement an ongoing 3ds Max instructor evaluation program for Autodesk.

    COURSE OUTLINE

    MODELLING

    Getting Organized
    Introduction to 3ds Max and VIZ Modeling
    Introduction to the Project
    Concept: Project Organization
    Overview of User Interface
    Project Organization
    Display and System Units Setup
    Adjust the Home Grid in Viewports
    Save a Prototype file
    Backup files
    Increment File Names when Saving
    Hold and Fetch
    Object Organization
    Giving Logical Names to Objects
    Select objects quickly and efficiently
    Select objects by the name you assigned
    Objects by the names you assigned
    Organize Objects by Layer
    Organize Objects by Group

    Reference Coordinate Systems
    Workspace Coordinate Systems
    View RCS
    Screen RCS
    World RCS
    Local RCS
    Pick RCS
    Alignment tools
    Align to View
    Align bounding boxes
    Align centers of bounding boxes to start
    Align to extremes of bounding boxes
    Align Pivots
    Align Local Reference Coordinate Systems
    Align Surfaces to Surfaces

    2D and 3D Objects
    Efficiency and Flexibility
    Primitive Objects
    3D Primitive objects
    Align 3D objects in space
    2D Primitive shapes
    Positioning objects accurately
    Creating Clone Objects
    Transform and clone objects
    Introduction to Compound Shapes
    Creating Compound Shapes
    Using Splines for other Shapes
    Sub Object Editing
    Editing Vertices and Segments
    Hold and Fetch
    Vertex Tangency

    Modifiers and Modifier Stack
    Applying Modifiers for Flexible Editing
    Extrude and Bevel Profile modifier
    Extrude Modifier
    Wall Align
    Bevel Profile Base Shape
    Bevel Profile Profile Shape
    Bevel Profile Modifier
    Modifier Stack Introduction
    Modifier Stack Navigation
    Reorder and Remove Modifiers
    Create a Window
    Cloning Objects as Instance
    Array and Spacing Tools
    Tape Measure
    Array Tool
    Edit Clone
    Shift Transform Clone
    Spacing Tool

    Adding Detail and Editing
    Spline Trim
    Vertex Weld
    Primitive Door
    Primitive Cone
    Lattice Modifier
    Align Antenna
    Box modeling
    Edit Poly Bevel
    Edit Poly Inset
    Scene Organization

    Create a Light Tower
    Introduction and setup
    Create Primitives
    Align Primitives
    Apply the Taper Modifier
    Add a Window
    Align Window to Base
    Activate Angle Snap
    Clone with Pick Reference Coordinate
    Autogrid
    Create Roof Shapes
    Apply Bevel Profile
    Array Railing Balusters
    Lofting Introduction
    Path and Shape
    Get Shape
    Shape Orientation
    Lofting Optimization
    Shape Editing

    Create an Outbuilding
    Box modeling
    Setting Up the Scene
    Assign Material ID 1
    Slice Plane
    Connect Settings
    Inset Settings
    Multiple Connect Settings
    Inset By Polygon
    Polygon Bevel
    Polygon Extrude
    Edit Poly Modifier
    Multi/Sub-Object Material
     

    MATERIALS AND LIGHTING

    Materials I
    3ds Max and VIZ Materials Concepts
    Project Description
    Exercise Goals for
    Definition of Materials and Maps
    Introduction to the Material Editor
    Material Editor Overview
    Assign Materials to Objects
    Blinn Basic Parameters
    Specular Colour
    Specular Highlight
    Specular Shader
    Create a New Material
    Create a Grass Material
    Assign a Parametric Map
    Noise Map Parameters
    Adjusting the Noise map for Grass
    Introduction to Map Coordinates
    Material Libraries

    Lights I
    Introduction to Lighting Concepts
    Create a Room for Standard Lights
    Standard Light Types
    Omni Light Type
    Direct Light Type
    Spot Light Type

    Lights II
    Reposition the Direct light
    Angle of Incidence
    Adjusting the Angle of Incidence
    Hotspot and Falloff
    Light Lister
    Standard Light Intensity

    Lights III
    Lighting the Landscape
    The Sunlight System
    Modify panel and Motion panel
    Reposition the Sunlight
    Sim Bounced Atmospheric Light
    Exclude, Include Objects
    Front Fill Light
    Optimize Raytrace Shadows

    Materials II
    Materials for Tower and Lighthouse
    Open Tower Scene
    Rename Objects
    Introduction to Bump Mapping
    Choose New Tiles Pattern
    Resize the Map
    Adjust Bump Amount
    Gradient Ramp as Diffuse Colour
    Adjust the Gradient Ramp Map
    Create Concrete Material
    Create Copper Metal
    Create Black Paint
    Apply Multi/Sub-Object Material
    Create a New Material Library
    Creating Materials for the Lighthouse
    Opening a Material Library
    Material Assigned to Objects
    Material ID Numbers
    Editing Sub-Object Materials
    Replace a Sub-Object Material
    Assign a New Material to the Walls
    Add Tiles Map to Diffuse Colour
    Show Map in Viewport
    Correct Brick Aspect
    Apply UVW Map Modifier
    Change Fade Variance
    Fix Repeating Brick Pattern
    Clone Tiles Map to Bump Slot
    Clone a Copy of the Brick Material
    Gap Setting for Diffuse and Bump
    Use Map Scaler Modifier
    Create a New Paint Material
    Material ID Numbers for Polygons
    New Multi/Sub-Object Material
    Clone the Window Material

    Materials III
    Define Sky Colour
    Set Show Safe Frame in Viewport
    Compress Gradient Ramp Vertically
    Offset Gradient to Fit View
    Create Appearance of Clouds
    Create a Water Material
    Adding a Wavelet Bump Map
    Define Ccolour with Smoke Map
    Adjust the Specular Highlights
    Adding Reflections
    Optimize Raytrace Reflectiolns
    Create a Rock Material
    Create a Blend Material
    Mix Amount in Blend Material
    Apply a Mask Map in Blend
    Adjust the Mask Map
    Introduction to Falloff Map
    Change Falloff Direction
    Adjust Falloff Mix Curve
    Add New Materials to Library

    Materials IV
    Open the Outbuilding Scene
    Materials from Existing Libraries
    Create a New Material Library
    Complete the New Material
     

    ANIMATION

    Introduction
    Introduction to the 3ds max project for fundamental animation and production workflow
    Learn why scene assembly is an important workflow
    Preview the fundamental topics important to scene assembly
    3DS files can be imported for versions of VIZ and Max that won't open the Max 8 files.
    Scene objects can be managed by placing them on appropriate layers which can be hidden or have other properties set
    You can increase production by rendering parts of scenes quickly and then composite them together later
    Xref scenes allows you to include entire scenes in a master file and when the original scene is edited it will update in the master
    Xref scenes can be removed, bound to the existing file, and the geometry will respect snap options. Xref's can become unstable and should be bound when editing of the original is finished.
    Xref objects allows you to choose which objects to import and then you can select and apply new modifiers or materials to the object in the current master file
    Learn to merge objects from other files, there is no editing connection to the original and the objects can be edited in the current file in any way.
    Use the merge command to bring the lighthouse tower into the current scene. Make sure you choose the objects you want to merge in the list
    Objects that have been created in space relative to the current scene are positioned correctly when merged.
    Learn to use Resource Collector utility to archive files with all geometry, bitmaps, etc to send to colleagues or to archive at the end of projects
    Xref scenes and object can be unstable and I recommend you bind them to your scene when editing is complete

    Animation I
    In keyframe animation you will learn to cause an event to take place in time to generate a keyframe to record the event. The software will generate in-between frames to make the animation.
    Learn the important fundamental interface options for keyframing
    Learn to record a position keyframe with AutoKey to animate the boat moving
    You can return the boat to it's original starting point by cloning the key at frame 0
    Learn to adjust the velocity of moving objects by repositioning the keys on the timeline
    Learn to clone position keys on the timeline to stop objects from moving
    Learn to record the rotation of an object and how to use Hold/Fetch for safety
    Learn to create keys by right-click on the time slider to record current transform information
    Review the keyframe process and what animation controllers are

    Animation II
    Learning to use animation constraints allow outside data to describe animation properties
    Learn the interface elements that will come into play in this chapter
    Learn to change from a PostionXYZ controller to a Noise Position controller on the boat
    Learn to apply a Path Constraint to an object and see that it can no longer be moved manually
    You need to tell the Path Constraint which path the object will follow. Two keys are created automatically.
    Learn to adjust the position of the boat to stay perpendicular to the curvature of the path and face the right direction (automatically rotate)
    Have a little fun by turning on Bank to have the boat bank into the turns defined by the path
    Learn to use the curve editor to change animations
    Learn to apply an Ease Curve to superimpose control over the Position curve
    Learn to move keys to adjust the curve to change velocity
    Learn to add keys to the ease curve to adjust velocity
    Analyze the curve and set the basic velocity and timing
    Finish roughing out the curve for the boat's velocity
    Learn to adjust tangency in and out of keys
    Make final adjustments and slow the animation with time configuration

    Effects
    Learn to create special effects to enhance your story
    Open and save the outdoor scene with the lighthouse
    Learn to create a atmospheric gizmo to contain clouds
    Add an Fire Effect from the Environmental dialog for the cloud
    Learn to assign the Fire Effect to the scene gizmo
    Change the colours of Fire Effect for appropriate clouds
    Learn to experiment with Fire Effect parameters to form clouds
    Parameters are dependent on each other and must be adjusted often
    Experimentation is essential to building clouds
    Move the cloud gizmo to the water surface to create ground fog

    Particles
    The goal will be to create a flock of seagulls with particles
    Learn to create and adjust the emitter that will emit particles
    The behaviour of particles is changed in Particle View
    Operators that define particle behaviour are stored in Events
    Learn to adjust the of the particles and the direction of travel
    Learn to replace viewport ticks with various physical particles
    Merge the seagull objects into the scene that will replace all particles
    Learn to remove an operator and add an operator to the event
    Adjust seagull's rotation to the direction of the boat
    Learn to have the emitter follow the boat as it moves forward
    Learn to adjust the birth rate of particles for more even distribution

    Rendering
    Learn the fundamentals of rendering scenes for images and animations
    The default scanline renderer in Max and VIZ is very fast
    Learn to adjust the number of frames to be rendered; from a single frame to a series of frames
    Learn to adjust the size of rendered images in pixels
    Learn to display the exact render output size in the viewports
    Learn to render for printing with the Print Size Wizard
    Learn what Alpha channel transparency is and how it is used to enhance compositing
    Prepare to composite background, midground, and foreground images
    Learn to use Video Post to composite two images
    Learn to output the final composite from video post
    Learn to save files from the Render Scene dialog and save them to disk
    Highly compressed, medium to low quality image file
    Highly compressed, high quality image file
    AVI and MOV animation files are good for testing only
    Render sequences of still images for safe and flexible editing