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CONTENTS 3DSMAX 8 TUTORIALS
Introduction Welcome to theWorld of 3dsMax Where to Find Tutorial Files How to Learn 3dsMax Working with the Tutorials Online User Showcase 2 Welcome to 3ds Max 8 New to 3D What’s New in 3dsMax 8 Game Design Design & Visualization Film & TV Effects 3 Getting Started Modeling Modeling a Chess Set Modeling a Chess Set Modeling a Pawn Modeling a Bishop Modeling a Rook Modeling a Knight Modeling an Airplane Modeling an Airplane Setting Up the Airplane Scene Setting Up Viewport Backgrounds Creating theWings Adding the Stabilizer and Rudders Creating the Sponsons Creating the Gondola Finishing the Plane Refining the Airplane Refining the Airplane Using the VertexWeldModifier Using the Editable Poly Tools Using Soft Selection Using the HSDSModifier Using the Edit NormalModifier Modeling a Head with NURBS Modeling a Head with NURBS Creating Contours for the Head Previewing the Head Creating the Eye Creating the Ear Mirroring and Lofting the Head Completing the Head Modeling an Apple Modeling an Apple Creating the Basic Apple Shape Improving the Shape of the Apple Completing the Apple 3dsmax tutorials 3dmax tutorials 3dsmax tutorial 3dsmax basic tutorials 3dsmax 8 tutorials 3dsmax reactor tutorials 3dsmax vray tutorials 3dsmax animation tutorials 3dsmax modeling tutorials 3dsmax modelling tutorials 3dsmax lighting tutorials 3dsmax vedio tutorials tutorials on 3dsmax 3dsmax 2008 tutorials 3dsmax 8 tutorials 3dsmax video tutorials tutorials in 3dsmax tutorials of 3dsmax free 3dsmax video tutorials free 3dsmax tutorials video tutorials for 3dsmax tutorials for 3dsmax 3dsmax 8 tutorials 3dsmax tutorials pdf 3dsmax basic tutorial 3dsmax beginner tutorial 3dsmax 8 tutorials tutorial in 3dsmax 3dsmax 2008 tutorial 3dsmax 8 tutorial 3dsmax tutorial on 3dsmax video tutorial tutorial of 3dsmax 3dsmax 8 tutorial 3dsmax tutorial pdf free 3dsmax tutorial 3dsmax 8 tutorial mapping tutorial 3dsmax 3dsmax cloth tutorial 3dsmax explosion tutorial 3dsmax glass tutorial 3dsmax car tutorial tutorial for 3dsmax 3dsmax material tutorial 3dsmax lighting tutorial 3dsmax 8 tutorial 3dsmax fire tutorial 3dsmax reactor tutorial 3dsmax particle tutorial 3dsmax rigging tutorials 3dsmax rendering tutorial 3dsmax rigging tutorial 3dsmax animation tutorial modeling tutorials in 3dsmax 3dsmax nurbs tutorial texture tutorial 3dsmax 3dsmax kitchen tutorial modeling tutorial in 3dsmax 3dsmax modeling tutorial 3dsmax modelling tutorial 3dsmax vray tutorial 3dsmax video tutorial architecture 3dsmax hair tutorial 3dsmax video tutorial architecture modelling Adding a Stem to the Apple Materials & Mapping Introduction to Materials & Mapping Introduction toMaterials andMapping AccessingMaterials AssigningMaterials to Objects Creating BasicMaterials Understanding Ambient Color and Light Creating Transparency Understanding Shaders Mapping andMapping Coordinates CreatingMulti/Sub-ObjectMaterials Using RaytraceMaterials andMaps Texturing the Chessboard Using Displacement Mapping with Surface Properties Adding Stars to the Sky iv Contents Creating a SkinMaterial Materials for Interior Scenes Materials for Interior Scenes Materials of One Color: Applying Standard Materials Adding Complexity: ApplyingMappedMaterials ApplyingMultipleMaterials to One Object Creating 3D Materials: Another Approach to Wood Using an ArchitecturalMaterial on theWall Material Combinations: Using Blend to Create a FloorMaterial Using the UVW Map Modifier to Adjust the Floor Tiles Using Map Scaler Using theMapScalerModifiers Applying Uniform Textures to Different-Sized Objects Applying Uniform Textures to Complex Objects Using the Object-SpaceMapScalerModifier Managing Texture Coordinates Managing Texture Coordinates Using Unwrap UVW, Part 1 Using Unwrap UVW, Part 2 Using Unwrap UVW, Part 3 Using the Relax Tool on Texture Coordinates Using the Channel Info Utility Ink & Paint Ink ’n PaintMaterial Translucent Shading Translucent Shading Animation Animating with Auto Key Bouncing a Ball Creating Animation Using Auto Key Controlling In-Betweens Adding Parameter Curve Out-of-Range Types Animating with Dummy Objects Using the Dope Sheet Editor UsingWeighted List Controllers Adding Squash and Stretch withModifiers Flying a Spacefighter Flying a Spacefighter Adding and Adjusting Flight Paths Animating the Spacefighter with Constraints and Controllers Taking Control of Mars, Its Moons, and the Space Station Animating the Spaceship Using XRefs Animating a Pen Animating a Pen Drawing the Path on the Paper Animating the Pen on the Path Creating the Line Using PathDeform Working with Animation Tracks Working with Animation Tracks Animating a Walkthrough Animating aWalkthrough Creating aWalkthrough Biped Animation Biped Quickstart Quick Start Creating a Biped Posing a Biped Applying Physique Animating the Biped with Freeform Animation Animating the Biped with Footsteps CombiningMotions with theMotionMixer Animating with Footsteps Animating with Footsteps Creating a DistinctiveWalk Modifying Footsteps Making a Biped Stop and StartWalking Animating a Gymnastic Flip Animating a Pratfall Changing Footsteps Using IK Keys Animating with Freeform Animating with Freeform Creating a Simple Freeform Animation Animating a FreeformWalk Cycle Using Controllers with Biped Creating Animated Bones with Biped Adjusting the Biped to the Model Getting Started with Physique Working with Biped Parts Aligning the Biped to theModel Applying the PhysiqueModifier Adjusting Envelopes Fixing Shoulders and Hips Rendering Introduction to Lighting Introduction to Lighting Lighting an Interior Space Lighting a Close-Up of a Head ManagingMultiple Lights Choosing a Shadow Type Introduction to Rendering Introduction to Rendering Contents v Rendering Still Images Rendering an Animation Creating an Animated Shadow Study Advanced Lighting and Global Illumination Advanced Lighting and Global Illumination Creating a Radiosity Solution Speeding Up Rendering Adjusting the Quality of Radiosity ChangingHowObjects BehaveUnder Global Illumination Rendering a Daylight Scene Using Radiosity with Standard Lights Rendering a Panorama Rendering a Panorama F/X Particles Creating Cigarette Smoke Creating an Explosion with Fragments and Bubbles Modeling Whipped Cream ModelingWhipped Cream Lens Effects Creating the Sun with a Lens Flare Adding a Camera View Adding Lights Adding a Glow to the Sun Using Lens Effects Adding a Ring Effect Adding a Star Effect Adding Another Glow Index 4 AEC Building an Architectural Model from a Concept Sketch Building an Architectural Model from a Concept Sketch Incorporating the Sketch Creating the Building Creating theMain Building Adding Glass and Columns Creating the Second Building Producing a Shadow Study Polygon Modeling Features Spline and PolyModeling Features Using Editable Spline and Poly Tools Creating the Generator Housings Fine-Tuning the Housings Adding the Power Conduit Cutting Holes in Objects Finishing the Power ChargerModel Creating a Luminaire Assembly Creating a Luminaire Assembly Working with the Layer Manager WorkingWith the LayerManager Animating a Mechanical Design AnimatingMechanical Assemblies with IK Creating the Assembly Animation Animating a Suspension Operation Adjusting Pivots Specifying Active Joint Axes Using Interactive IK Using Applied IK 3D DWF Support Publishing to DWF Using DWF Export Overcoming the Limitations of DWF Export AutoCAD Interoperability Working with AutoCAD Files Preparing AutoCAD Drawings for Import Editing and Creating Objects Importing 3D AutoCADModels Using File Link with AutoCAD Drawings Fixing Problems in CADModels Eliminating Errant Objects Resolving Other Common CAD Problems Inventor Interoperability Inventor Interoperability: Using theMesh Resolution Option Importing an Assembly Importing an Assembly withMaterials Controlling Vertical Axis Direction Revit Interoperability Revit Interoperability ConfiguringMap Paths Linking Autodesk Revit to 3dsMax Managing Scene Data AdjustingMaterials in 3dsMax Maintaining the Link between Autodesk Revit and 3dsMax: ADT Interoperability Working with Architectural Desktop Files Managing Architectural Desktop Data in 3dsMax SharingMaterials with Architectural Desktop Land Development Site Planning Importing the AutoCAD File Creating the Terrain Adding aMaterial to the Terrain iv Contents ConceptualModeling Adding the Buildings Adding the Roof Adding the Arches Adding the Prow and the Spire Adding the Arcade Flying a Camera Around the Design Working with LandXMLModels 5 Animation Using Special Animation Controllers Limit Controller Using the Limit Controller Wiring & Expressions Introduction to the Parameter Collector Introducing the Parameter Collector Organizing the Collection Animating the Parameters 6 Game Design Modeling a Low-Poly Character Modeling a Low-Poly Character Setting Up the Scene Creating the Boots Creating the Pants Creating the Torso Creating the Arms Creating the Helmet Creating the Visor Creating the OxygenMask Creating the Neck Adjusting Smoothing Groups Mapping a Character Mapping a Character Mapping the Shirt Mapping the Helmet Mapping the Pants Normal Bump Mapping Introducing Normal BumpMapping Creating Normal BumpMaps Applying Normal BumpMaps to Objects Modeling Level Design Modeling Level Design Creating a Building AddingMapping andMaterials for the Building Merging the Building into a Neighborhood Adding a Streetlight Using XRefs Painting Vertex Color in a Level Using the Object Painter Script to Add Trees Vertex Color and Interactive Shading Painting Vertex Color Adding Radiosity to Vertex Color Painting the Garage with VertexPaint Animating Vertex Paint Layer Opacity Render to Texture Rendering to Texture 7 Bones & IK Rigging Basic Rigging Introduction to Character Rigging Creating a Bone Structure Setting Up IK Solvers Adding Control Objects Wiring a Custom Attribute Using List Controllers Skinning Using Spline IK Mirroring IK Creating and Editing Character Bones Creating and Editing Character Bones Building the Leg Bones Building the Spine Building the Arms Building the Neck, Head, and Hair Bones Complex Character Rigs Creating Complex Character Rigs Rigging the Legs and Feet Rigging the Spine Rigging the Arms Rigging the Head and Neck Rigging the Eyes RiggingWrist Twist Cleaning Up Rigging a Shoulder Rigging Finger Curls Using Schematic View Using Schematic View Exploring a Scene Creating Relationships in Schematic View Using Scripted Tools in Schematic View Skinning Using the Skin and FlexModifiers Applying Skin to the Alien Working with the Angle Deformers Adding Realism with SecondaryMotion Animating a Character Animating a Character Contents v Animating a Dance on a Simple Rig Animating aWalk Cycle on a Complete Rig Character Rigging Tools Character Rigging Tools Saving & Loading Animations Mapping FK to FK Mapping FK to IK Introduction to the Reaction Manager Introducing the ReactionManager Creating Reactions in a Hand Refining the Reactions Lip-Sync Animation Producing Lip-Sync Animation Animating Lip Sync with the FFDModifier Synchronizing Lip Movement and Facial Expression with theMorpherModifier 8 Biped Biped Retargeting Biped Retargeting Retargeting a Biped Adjusting the Animation Using Layers Twisty Bones Using Twist Links Twist Links Biped Euler Rotation and Function Curves Using Biped Euler Rotations and Function Curves Biped Euler Rotations and Function Curves Interacting with Objects Interacting with Objects Making a Hand Follow an Object Making Feet Follow Objects Dribbling a Basketball Climbing a Ladder Picking Up an Object Creating the Illusion ofWeight Using Props Making the Biped Look at Objects Using In PlaceMode Mixing Animation Mixing Animation Setting Up Clips for theMotion Mixer Combining Clips EditingWeight Adding TimeWarps Using theMotion Mixer with Locomotion Animating a Multi-legged Character Animating aMultilegged Creature Animating a Quadruped Adding Extra Limbs Working with Motion Flow UsingMotion Flow Adding Clips to theMotion Flow Graph Creating and UsingMotion Flow Scripts Looping Animation inMotion FlowMode Using a SharedMotion Flow Creating RandomMotion Motion Capture Data Working withMotion-Capture Data ImportingMotion-Capture Data Comparing Trajectories Using High-Frequency Data and Looping Importing Prop Data Editing with Layers Workbench Using theWorkbench Filtering Animation Adding Controllers toMultiple Biped Objects Analyzing and Fixing Animation Errors Animating Crowds Animating Crowds Getting Started with Crowds UsingMultiple Delegates and Behaviors Applying Avoidance Applying Logic to Crowd Behavior Using Crowd with Animated Non-Biped Objects Animating Biped Crowds Animating Biped Crowds Creating a Crowd of Swimming Bipeds Creating Character Families Associating Bipeds with Delegates Setting Up Behaviors CreatingMultiple BIP Files Troubleshooting the Simulation 9 Dynamics Reactor Introduction to Reactor Introduction to reactor Rigid BodiesMake theWorld Go Round Getting Collective The Basics of Simulation Geometry Types Geometry Simulation Building Up a Rigid Body Making ItWobbly Looking at Things Differently vi Contents Simulation Accuracy Setting Up the Simulation Using Hand-Animated Rigid Bodies Preparing Output Reducing File Size Fractures with Reactor Simulating Fractures with reactor Rag Doll Rag Doll Tutorial Setting Up the Rag-Doll Scene Making Objects Physical Attaching Limbs Together Using Hinge Constraints Setting Up Knees, Elbows, Ankles andWrists Using Rag Doll Constraints Setting Up Hips, Back, Neck and Shoulders Creating the Animation Deformable Bodies Deformable Bodies Tutorial Creating Cloth Creating Rope Creating Soft Bodies Creating a DeformingMesh Hair Using Hair Creating a Centurion Helmet Recombing the Helmet Crest of Hair Adding Facial Hair to the Centurion Grooming a Dog Styling Hair with a Spline Emitter Styling Hair with Recomb From Splines Working with Instance Objects Working with Surface Lock Transplants,Wigs, and Toupees Cloth Cloth Tutorials Creating a Billowing Flag Designing a Shirt Designing a Shirt, Part 2 Designing a Shirt, Part 3 Tailoring and Fine-Tuning Using Cloth with Bipeds Creating Pleats Creating an Umbrella 10 Rendering Mental Ray Using the Mental Ray Renderer Using the mental ray Renderer Using Sampling to Adjust Rendering Quality Setting Trace Depth (and Other Reflection Controls) Creating Refraction Using mental rayMotion Blur Using mental ray Depth of Field Creating Reflective Caustics Creating Refractive Caustics Using Global Illumination Using mental ray Area Lights Using Mental Ray Shaders and Materials Using mental ray Shaders andMaterials Using a mental ray Shader as aMap Camera Shaders Using the mental ray Connection Rollout Special mental rayMaterials Using the DielectricMaterial Shader Using lume Shaders for OtherWater Effects Using the SSS fast Skin Shader Using the SSS Fast Skin Shader Creating Realistic Skin Refining the SkinMaterial Network Rendering Network Rendering 11 F/X Particle Flow Working with Particle Flow Crashing an Asteroid into a Planet Surface Creating the Collision Creating the ShockWave Generating Secondary Events Creating Guided Missiles Creating theMissiles Using Particles Animating the Missiles Seeking Targets Adding Smoke Trails Creating an Explosion on Impact 12 MAXScript Controlling Foliage with MAXScript Using Scripts for Effects Using Scripting for Effects Creating a CameraManager Enhancing the Unhide Command 13 Project Management Asset Tracking Using Asset Tracking Using Asset Tracking to Revise Asset Paths Creating a New Vault Contents vii Logging into the Vault Server from 3dsMax Setting theWorking Folder Adding Files to the Vault Changing the File Checking the File back into the Vault Checking Version History Checking Files Out of the Vault Index 14 Basic Creating and Animating a Flying Logo Creating and Animating a Flying Logo Creating the Earth Using Textures Animating the Rotation of the Globe Adding the Text for the Logo Adding a Background and aMaterial Adding a Spotlight Adding a Volume Light and Volume Fog Adding a Flare Effect Animating Still Life Animated Still Life Navigating a Scene Creating an Orange Adding aMaterial to the Orange Animating the Still Life Objects Rendering the Animation Modeling a Space Scene Modeling a Space Scene Modeling the Planets Creating an Asteroid Creating a Realistic Hourglass Creating a Realistic Hourglass Creating a Tapered Cylinder Adding a Free-Form Deformation Adding the Caps Using Auto Grid Adding the Posts Using Hose Objects AddingMaterials Creating Glass and SandMaterials Animating the Sand Level with SliceModifiers Animating the Falling Sand Creating the Sand Build-Up Adding a Camera Adding Default Lights to the Scene Rendering YourWork 15 Advanced Scene Management SceneManagement Using the SweepModifier Creating Real-WorldMaterials andMapping Using Radiosity Adaptive Subdivision Saving Scene States Using Batch Render Tool Creating Explosions Creating Explosions Animating the Laser Blast Creating aMaterial for the Laser Blast Animating the Asteroid Creating a Plane for the Explosion Creating aMaterial for the Explosion Adding an OpacityMap Synchronizing the AnimatedMaps Cloning the Explosion Plane Breaking the Asteroid into Flying Pieces with Particle Array AddingMaterials to the Particles Controlling Particle Animation Setting Visibility Keys to Make the Asteroid Disappear AddingMotion Blur Putting a Light Inside the Asteroid Adding Render Effects to the Laser Blast Adding a Second Glow to the Explosion Animating the Explosion’s Glow Adding Streaks with Radial Blur Modeling a Revolving Door Modeling a Revolving Door Contents iv Contents Setting Up Units and Snaps Creating the Hub Creating the Enclosure Creating the Revolving Door ApplyingMaterials to the Revolving Door Cloning the Door Animating the Revolving Door Merging Files Camera Matching & Camera Map Using CameraMatch Preparing the Scene Placing 3D Camera Points Setting Up a Rendering Background Checking the Rendering Resolution Displaying the Background in the Viewport Using Different Files to Display the Same Background Installing the Software Driver Assigning 2D Camera Screen Points Troubleshooting CameraMatch Matching Camera to View Adding Effects with CameraMap Adding Time Tags Animating a Cue Ball Creating aMatte Object Creating and Applying aMatte/ShadowMaterial Creating the Pool Table Surface Animating with CameraMap Using Camera Tracker How Camera TrackingWorks Loading the BackgroundMovie Creating CameraMatch Points Loading theMovie into Camera Tracker Tracking the Features MatchMoving the Camera Move Smoothing and Compositing Index

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