فروشگاه سافت پیک - فروشگاه فیلم های آموزشی شبکه ، گرافیک

فروشگاه سافت پیک - فروشگاه فیلم های آموزشی شبکه ، گرافیک ، سع بعدی ، نرم افزار ، مالتی مدیا ، طراحی وب و برنامه نویسی و آموزش ز

فروشگاه سافت پیک - فروشگاه فیلم های آموزشی شبکه ، گرافیک

فروشگاه سافت پیک - فروشگاه فیلم های آموزشی شبکه ، گرافیک ، سع بعدی ، نرم افزار ، مالتی مدیا ، طراحی وب و برنامه نویسی و آموزش ز

فیلم آموزشی کامل نرم افزار تری دی مکس 3D MAX




همیشه کار با نرم افزار های سه بعدی و ساخت اشیاء سه بعدی یکی از سخت ترین کارها برای کاربران عادی یا کاربران نا آشنا با نرم افزار های قدرتمند خلق اشیاء و انیمیشن های سه بعدی مانند maya، 3d max و ... بوده است.

3D Studio Max یکی از قویترین برنامه ها در زمینه طراحی سه بعدی و انیمیشن سازی میباشد. 3Ds Max به شما این امکان را میدهد تا طرح ها، اجسام و کاراکتر های سه بعدی و همچنین انیمیشن های زیبا و با کیفیت بسیار بالا را در مدت زمان کوتاهی خلق کنید. ابزارهای گوناگون و کامل این نرم افزار آن را از نرم افزار های مشابه متمایز ساخته است.
قابلیت های این برنامه بسیار فراوان میباشد.توسط این نرم افزار می توانید انواج اجسام سه بعدی را مطابق نیاز خود خلق کنید. مهندسان طراحی های خود در اتوکد را میتوانند وارد این نرم افزار کنند و نمای سه بعدی طرح خود را ایجاد کنند و با چاپ آن، نمای کلی طرح خود را قبل از اجرا به مشتریان خود نشان دهند.


DVD1 : Workflow 1: User Interface & Basic Workflow

 

The User Interface

Chapter 01: The Viewports
An introduction to 3dsmax’s basic Viewport layout, how to navigate around it and how to customize it to your preference.

Chapter 02: The Transform Gizmos
How to use the Transform Gizmo to transform, rotate and scale an object.

Chapter 03: The Command Panel
An introduction to The Command Panel and its various sub-panels.

Chapter 04: The Toolbar
A quick run-through of the various main Toolbar icons and the functionality they access.

Chapter 05: The Menus
A brief introduction to the menu system options.

Chapter 06: Final Elements
To complete the user interface section we look at the other main UI windows, such as the Material Editor, Particle View, the time-line and so on.

Basic Workflow Tutorial

Chapter 09: Modelling
An introduction to basic poly-modelling workflow

Chapter 10: Rigging & Animation
We continue the tutorial by applying some basic rigging to our models and then we apply some basic animation to create an animation effect. Of a swinging fireball.

Chapter 11: Particles
We enhance our scene next with a Particle Flow system to add flames and sparks to our fireball.

Chapter 12: Lighting & Texturing
Next we texture our scene to make the plinth appear like rock, a rock Mayan relief on the floor and of course a fiery effect to our fireball. Then we light it to match.

Chapter 13: Completed Renders
After rendering our scene we compare the different rendering qualities we get from a basic render, and one that uses bounce-light.

 

 

 

 

 

 

DVD2 : Workflow 2: Proceduralism

 

CH 01: What Is Proceduralism?
A brief introduction to the concepts that lie behind Proceduralism, such as Nodes, Parameters and Controllers.

CH 02: Working With Nodes & Proceduralism
To give us a broader insight into what a Procedural workflow is, in this chapter we take a brief look at the same procedural task tackled in 3 different packages, 3dsmax (of course), Maya and also Houdini.

CH 03: The Stack, Friend or Foe?
The Stack can be a daunting and confusing prospect to new users of 3dsmax and 3D software in general. Here we look at how it can be used to make our workflow easier and more flexible.

CH 04: Instancing & Referencing
An important feature of most Procedural systems is the ability to share and re-use nodes, parameters and controllers across the package. We look at what this offers us here...

CH 05: Base Objects & Conversion
All objects in 3dsmax are based on a number of core base geometry types, we look at them here and how we can convert between them at will.

CH 06: Working With The Stack
Here we return to the Stack to look at how it functions in more detail. How we can manipulate the modifiers to do what we want and gain mastery over this crucial 3dsmax interface element.

CH 07: The Modifiers
The Modifiers are the elements that we use to build our procedural systems via the Stack. Here we run through the functionality of each major group briefly.

CH 08: Passing It On & Topological Dependency
Some Modifiers and situations are such that they are totally dependant on the geometry and sub selections passed to them. We explore those issues here.

CH 09: Experimentation Without Risks
Finally we look at how a procedural workflow also allows us to experiment during our workflow with no real risk, and also how to use proceduralism to fix errors we may have made during modelling.

 

 

 

 

 

DVD3: Modelling Fundamentals 1: Primitives & Poly Fundamental

 

CH 01: Efficient Scene Navigation
We make a start by looking at how we can effectively navigate within 3dsmax's 3D workspace.

CH 02: Keyboard Shortcuts & Interface
Then we look at the most commonly used keyboard shortcuts and user interface features for modelling.

CH 03: What Are Polygons?
Polygons are fundamental to all current modelling systems. We find out what they are here and why they are so important.

CH 04: Editable Mesh & Editable Polygons
Then we learn the differences between the two current polygon mesh types in 3dsmax.

CH 05: Primitives & Tessellation
Chris then shows us what Primitives are, and how they are tessellated into visible 3D objects via polygons.

CH 06: Coordinate Systems
We then explore what Coordinate Systems are and how they define our 3D world.

CH 07: The Home-Grid & Snaps
Chris then continues by looking at how we can organise those spaces via Grids, and make our modelling more precise by Snapping to those grids whilst modelling.

CH 08: Pivots & Custom Grids
Our objects are manipulated in space via their Pivots. Here we expore these reference points and also the creation of Custom Grids.

CH 09: Modifiers & The Stack
Now we look at one of 3dsmax's main features and key methods for altering primitives, Modifiers and the Stack.

CH 10: Spacewarps
A system akin to Modifiers, called Spacewarps is explored here. We find how Spacewarps and Modifiers are closely related but uniquely featured.

CH 11: Basic Primitive Usage
Now we put what we have learnt so far to practical use, by modelling elements of a go-cart by using Primitives.

CH 12: Using The Bend Modifier
Having created a number of simple model elements we now modify some of them using the Bend Modifier.

CH 13: The U-Bend & Finishing Up
And once comfortable with this, we try something a little more complex by creating a U-bend using a number of modifiers and sub-selections.

Note: We'll return and enhance this go-cart model in DVD2, and throughout this four DVD series.

 

 

 

 

 

DVD4 : Modelling Fundamentals 2: Polygonal Mesh Modelling

 

Chapter 01: EMesh - Structure & SubObjects
Chris starts with a look at the basic elements that make up the Editable Mesh geometry type.

Chapter 02: Creating Faces & Issues
We look at how we can create new faces within an e-mesh from scratch, and also at issues that can arise during face creation and editing.

Chapter 03: Attach/Detach & Weld/Split
Chris then shows us how we can detach parts of the e-mesh into a separate object, and also how we can attach meshes together.

Chapter 04: Manipulation & Soft Selections
Here we learn how we can effectively manipulate the sub elements of the mesh and how to use the soft selection system for more organic adjustments.

Chapter 05: E-Mesh - Smoothing & Material IDs
Now we explore how we can define smoothing boundaries on our mesh and also how to define material ids, allowing more than one material on a single scene object.

Chapter 06: E Poly - Structure & Sub-Objects
Now we have a decent grasp of the E Mesh Chris moves on to explore the E Polys unique features. We make a start with its sub elements

Chapter 07: Edge-Rings & Loops
A Key feature of the E Poly are the Edge Ring and Loop selection and editing tools. We take a brief look at these features here. (We will return to this topic in-depth in DVD 4 in the series on Sub-D modelling).

Chapter 08: Setting-Up The Go-Cart Frame
Now we have a firm grasp of both mesh types, we move on and start preparation for modelling elements of our go-cart model using poly modelling techniques.

Chapter 09: Continuing The Frame
Chris shows us how to model the entire carts frame from a Primitive, using an E Poly centric workflow.

Chapter 10: Refining The Frame
We then return the basic frame and refine it further in a number of areas using a variety of tools.

Chapter 11: Modelling Tips & Best Practices
With the modelling out of the way Chris runs through a number of modelling tips and best practices.

Chapter 12: Scene Organisation Techniques
And we complete this DVD with a look at some methods you can use to better organise your modelling.

 

 

 

 

 

DVD5 : Modelling Fundamentals 3: Spline Based Tools

 

Chapter 01: History Of Curve Primitives


Chris kicks off the DVD with a brief history of how curves were first developed for 3D software in automotive design in France.

Chapter 02: Bezier Curves - Fundamentals 1
We continue with a look at the fundamental concepts behind their implementation in 3dsmax via Bezier Splines.

Chapter 03: Bezier Curves - Fundamentals 2
And we continue by looking at further aspects of Bezier Splines.

Chapter 04: Vertices & Interpolation
For these mathematically perfect curves to be of use we need to convert them first into straight lines and in turn polygons. We look at this issue here.

Chapter 05: Spline Editing & Practical Tips
When working with B-Splines in 3dsmax, there are certain workflows that will give you the best results in the shortest period. Chris runs through how to edit Splines here and gives some tips and tricks.

Chapter 06: Curve Based Modelling Overview
We know how to create Splines and how to edit them. But now we learn how we can convert those curves into 3D forms.

Chapter 07: The Extrude Modifier
We now take a look at the tools for creating 3D forms from Splines. The first method we look at is the relatively simple, yet very useful Extrude Modifier.

Chapter 08: Lathe Modifier
Then Chris shows us how the Lathe Modifier works.

Chapter 09: Loft Compound Object - PT1
And we complete this section by taking an in-depth look at the Loft Compound Object, which can be thought of as a combination Extrude/Lathe tool on steroids.

Chapter 10: Loft Compound Object - PT2
Chris continues his explanation of this comprehensive and flexible tool here.

Chapter 11: Loft Compound Object - PT3
And we conclude this section here by looking at the Loft deformation options.

Chapter 12: Go-Cart Modelling - Steering Column
Now we have a grasp of the Spline based tools, we make a start on modelling some go-cart model elements using a combination of them.

Chapter 13: Go-Cart Modelling - Steering Wheel
We continue modelling by creating the carts steering wheel and other elements.

Chapter 14: Go-Cart Modelling - Wheels & Tyres
And we complete this section by modelling the carts wheel hubs and tyres.

Chapter 15: Curves In Animation
And we conclude with a brief look at how Splines can also be used for animation in a number of ways




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