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فیلم آموزشی کامل نرم افزار تري دي مكس 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.
زبان آموزش ها انگلیسی روان وساده
دارای آموزش های ویدیویی
ارائه شده بر روی 5 حلقه DVD
محصول موسسه آموزشی CG Academy
قیمت : 10000 تومان
کد محصول : 2586
همیشه کار با نرم افزار های سه بعدی و ساخت اشیاء سه بعدی یکی از سخت ترین کارها برای کاربران عادی یا کاربران ...