3ds Max Online Course

3D Animation Courses in Delhi – Welcome to India’s most trusted Max training session. In current online trend, Max is the world’s best 3D computer graphics program for making 3D animations, models, games software. It is developed by Autodesk . Do you want to learn 3D character animation from scratch in simple step by step! Or do you already have basic knowledge and want to be a master in Max ? Then, JMD Animation is your perfect choice! We offer exclusive, detailed, step-by-step Max tutorials for all skill levels starting from basic to advance level. Here, you will learn 3D computer graphics program for making 3D animations, models, games and many more! Let’s Explore!

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Created by JMD Animation Last updated Wed, 12-Apr-2023 Hindi
What will i learn?
  • Basic to Advanced Full Course 9650140052 , 9268923588

Curriculum for this course
1 Lessons 00:34:58 Hours
Autodesk 3ds max Tutorial from Begineers to Advanced
1 Lessons 00:34:58 Hours
  • Autodesk 3ds max Tutorial 00:34:58
Requirements
  • i7 Desktop PC
  • Laptop
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Description

3D Animation Courses in Delhi

Chapter 1 -  Getting to Know Autodesk 3ds Max

Introducing the New 3ds Max
Getting Started with Autodesk 3ds Max
Touring the Interface
The Menu Bar
The Quick Access Toolbar
The Information Center Toolbar
The Main Toolbar
Docked and Floating Toolbars
Toolbar Flyouts
The Viewports
Tools for Working with the Viewports
Getting to Know the Command Panel
Understanding the 3ds Max Tools
Working with Objects
Selecting and Moving Objects
Rotating and Scaling Objects
Copying an Object
Selecting Multiple Objects
Naming Selection Sets
Editing Named Selection Sets
Getting the View You Want
Understanding the Perspective Viewing Tools
Using Multiple Viewports
Changing the Viewport Display and Confifi guration
Working with the Custom UI And Defaults Switcher
The Bottom Line


Chapter 2 -  Introducing Objects

Understanding Standard Primitives
Adjusting an Object’s Parameters
Accessing Parameters
Introducing the Standard Primitive Objects
Modeling Standard Primitives with Modifiers
Adding a Modifier
Accessing Modifier Parameters
Placing Modifiers Where You Want Them
Using the Modifier Stack Tools
How 3ds Max Sees Objects
Making Clones That Share Properties
Creating an Instance Clone
Creating a Reference Clone
Scaling and Rotating Objects with Transform Tools
Making a Clone Unique
Cloning a Modifier
Introducing Extended Primitives
Modeling a Couch
Working with Groups
Grouping the Components of the Couch
Working within Groups
Disassembling Groups
The Bottom Line

Chapter 3 - Creating Shapes with Splines

Drawing with Splines

Drawing Straight-Line Segments
Constraining Lines Vertically and Horizontally
Drawing Curves
Lathing a Spline
Modifying a Shape Using Sub-object Levels
Adjusting the Lathe Axis
Flipping Surface Normals
Smoothing Spline Corners
Adjusting Tangent Handles
Creating Thickness with a Spline
Detailing the Wineglass Base
Finishing the Wineglass
Outlining and Extruding Splines
Drawing Accurate Splines
Giving Walls Thickness
Using Grids and Snaps to Align Objects Accurately
Adjusting a Wall Location
Combining and Extruding Primitive Splines
Combining Splines
Joining Closed Splines with Boolean Tools
Creating a Solid Form with Splines
Introducing the Other Spline Types
Editing Splines
Placing and Beveling Text
The Bottom Line


Chapter 4 - Editing Meshes and Creating Complex Objects

Creating Openings in a Wall with Boolean Operations

Hiding Shapes That Get in the Way

Creating the Shape of the Opening
Subtracting the Opening from the Wall
Creating Multiple Openings in a Single Wall
Making Changes to the Opening
Tracing a Sketch
Using a Bitmap Image
Scaling the Image Plane to the Model’s Size
Tracing the Image
Building Objects from Traced Lines
Editing Meshes
Creating a Tapered Wall
Converting the Spline to a Mesh
Moving a Single Mesh Vertex
Tapering the Top of the Wall
Using Instanced Clones to Create Symmetrical Forms
Adding a User Grid to Aid Tracing
Building the Tower Walls
Adding the Vaulted Ceiling
Creating the Smaller Towers
Drawing the Remaining Walls
Attaching Objects to a Mesh
Smoothing Meshes
Smoothing within a Mesh
The Smooth Modifier
Creating and Modifying Objects Using Box Modeling
Preparing a Box for Box Modeling
Using the Transform Toolbox
Creating Clones with Array and Snapshot
Creating a Pew Grid with Array
Creating a Multitransform Polar Array
Creating Multiple Clones Using Snapshot
The Bottom Line


Chapter 5 - Working with External Design Data

Creating Topography with Splines

Updating Changes from an AutoCAD File
Exploring Terrain Options
Setting Up an AutoCAD Plan for 3ds Max
Importing AutoCAD Plans into 3ds Max
Extruding the Walls
Extruding Exterior Wall Headers
Extruding the Mullions
Creating Interior Wall Headers
Adding Glass
Creating a Floor with Openings
Exploring the Manage Links Dialog Box
Editing Linked AutoCAD Files
Understanding the Block Node Hierarchy
Understanding the Manage Links Options
Understanding File Link Settings
Importing Adobe Illustrator Files into 3ds Max
Importing Autodesk Inventor Files into 3ds Max
Using the Substitute Modififi er with Linked Geometry
Importing a Truss
Linking Revit Files into 3ds Max
Linking the Revit File in 3ds Max
Using the Scene Explorer
Importing FBX Files into 3ds Max
The Bottom Line


Chapter 6 -Organizing and Editing Objects

(Re)Naming Objects

Renaming the Ceiling Fixtures
Organizing Objects by Layers
Setting Up Layers
Assigning Objects to Layers
Assigning Color to Layers
Understanding the Icons in the Layer Dialog Box
Lofting an Object
Setting Up the Shapes to Form the Pedestal
Lofting a Shape along a Path
Using Different Shapes along the Loft Path
Fine-Tuning a Loft Object
Using the Instance Clones to Edit the Loft
Using the Noise Modifier
Modeling with Soft Selection
Extruding with the Sweep Modifier
Aligning Objects
The Bottom Line


Chapter 7 -  Light and Shadow

Lighting Your Model

Understanding the Types of Lights
Adding a Spotlight to Simulate the Sun
Moving a Light
Editing a Spotlight
Changing the Light Type
Rendering a View
Ambient Light
Faking Radiosity
Adding a Highlight with an Omni Light
Looking at Omni Light Options
Adding Shadow Effects
Softening Shadow Edges
Understanding Shadow Maps
Using Ray-Traced Shadows
Using Advanced Ray Traced and Area Shadows
Playing in the Shadows
Using Two Suns
Adding a Second Sun
Using Unseen Objects to Cast Shadows
Using a Clone to Cast Shadows
Using the Light Lister
Using Scene States
The Bottom Line


Chapter 8 -  Enhancing Models with Materials

Understanding Bitmap Texture Maps

Diffuse Color Maps
Surface Properties
The Architectural Material’s Physical Qualities Rollout
The Special Effects Rollout
Ink ’n Paint Material
DirectX Shader
Adding Materials to Objects
Adding a Map Path to Help 3ds Max Find Bitmaps
Understanding Material Libraries
Editing Materials
Using Bump Maps
Creating a New Material
Adding Material Mapping Coordinates
Understanding Mapping Coordinates
What Happens When You Add the Mapping Coordinates?
Adjusting the UVW Map Gizmo
Using the Standard Material
Map Scalar Modifiers
Spline Mapping
Adding Entourage
Hiding Unwanted Surfaces with Opacity Maps
Adjusting an Object to a Bitmap Shape
Assigning Materials to Parts of an Object
Creating a Multi/Sub-object Material
Applying a Sub-material to an Object’s Surface
Exploring the Autodesk Materials
Adjusting the Autodesk Material Parameters
Using the Material Explorer
The Material Utilities
Modeling with Displacement Maps
Using the Displace Modifier
Using the Material Editor to Create Displaced Geometry
Converting a Displacement Map into an Editable Mesh
Creating an Editable Mesh from a Displacement Map
Additional Mapping and Material Features
The Bottom Line


Chapter 9 - Using the Camera

Understanding the 3ds Max Camera

Adding a Camera

3ds Max Viewport Improvements
Editing the Camera Location with the Viewport Tools
Setting Up an Interior View
Creating an Environment
Making Adjustments to the Background
Using Immersive Environments for Animation
Creating a Believable Background
Using a Texture Map and Hemisphere for the Sky
Using Render Types
Using Render Elements for Compositing
Matching Your Scene to a Background Image
Setting Up the Model and the Image
Adding the Background Image
Adding the Camera Match Points
Aligning the Camera Match Points to the Background Image
Fine-Tuning a Camera-Matched View
Matching the Design Image Quality to the Background
Standard Cinematic Terminology
The Bottom Line


Chapter 10 -  Organizing Objects and Scene Management

Gaining Access to Materials and Objects from Other Files

Arranging Furniture with XRefs and the Asset Browser
Replacing Objects with Objects from an External File
Substituting Objects for Faster Viewport Performance
Importing Files with the Asset Browser
Arranging Furniture with XRef Scenes
Using the Rendered Frame Window
Copying the Rendered Image
Printing Images
Opening Multiple RFWs for Comparisons
Zooming, Panning, and Controlling Channels in the RFW
Obtaining Colors from External Bitmap Files
Tracking and Locating a Scene’s Assets
Creating Panoramas
Publishing a DWF File
The Bottom Line


Chapter 11 - Understanding Animation

Understanding the World of Video Time

Creating a Quick-Study Animation
Adding Camera Motion
Adjusting the Camera Path
Viewing the Camera Trajectory
Controlling the Camera Trajectory Visibility
Creating a Preview Animation
Understanding Keyframes
Increasing the Number of Frames in an Animation Segment
Accelerating and Decelerating the Camera Motion Smoothly
Editing Keyframes
Adding More Frames for Additional Camera Motion
Adding Frames to the End of a Segment
Adjusting the Camera Motion through a Keyframe
Compressing and Expanding Time
Adjusting the Camera Trajectory Using the Track View
Increasing the Number of Frames between Selected Keys
Speeding Up the Preview Rendering Time
Adding Frames to the Beginning of a Segment
Other Options for Previewing Your Motion
Moving the Camera Target over Time
Controlling Lights over Time
The Bottom Line


Chapter 12 -  Creating Animations, Particles, and Dynamics

Rendering the Animation

Creating a Study Animation
Creating a Quick Overall Study Animation
Adding a Moving Car
Automating the Output of Multiple Still Images
Setting Up a Camera for Elevations
Setting Up the Four Elevations
Rendering a Shadow Study
Adjusting for True North
Changing from an IES Sun to a Standard Light
Creating a Walkthrough
Fine-Tuning the Camera’s Orientation
Adjusting the Camera’s Timing
Adjusting the Path
The Animation File Output Options
True Color vs. 256 Colors
File Naming in Animations
Choosing an Image Size
The AVI Codecsv>
Using MassFX to Animate Objects
Assigning Properties to Simulation Objects
Setting Up and Running the Simulation
Refifi ning the Settings
Using MassFX mCloth
Using Particle Systems
Creating the Initial Flow
Adding and Editing the Operators
Adding Materials and Space Warps
Adding Deflectors
The Bottom Line


Chapter 13 -  Rigging for Animation

Creating Parent–Child Hierarchies

Using the Morpher Modifier
Animating the Morpher Modifier
Assembling an Articulated Luminaire
Transforming Pivot Points
Aligning the Light Source with the Fixture
Using Schematic View
Understanding Bones
Understanding Biped
The Bottom Line


Chapter 14 - Advanced Rendering Using mental ray

Understanding mental ray

Setting Up mental ray
The Material Editor and mental ray
Using Photon Maps
Testing the Photon Map Effects
Final Gathering
Reviewing the Basic mental ray Workflow
Contour Renderings
Using the mr Multi/Sub-Map Material
Skylight Global Illumination
Image-Based Lighting and Skylight
Using High Dynamic Range Images
Using mr Proxy Objects
Using IES Files
The Bottom Line


Chapter 15 - Finishing It Off: Atmosphere, Effects, and Compositing

Adding Atmospheric Effects

Creating a Volume Light
Adjusting the Volume Light Parameters
Adding Fog
Adding a Fire Effect
Using Hair And Fur
Adjusting the Hair And Fur Parameters
Refifi ning the Hair And Fur Parameters
Using Glare
Assigning the Glare Output Shader
Using Depth of Field
Creating Stereoscopic Renders in 3ds Max
Using Autodesk Composite
Composite the Stereo Pair into an Anaglyph Image.
The Bottom Line




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JMD ANIMATION is the best education center . It provides the students to pioneer themselves in Graphic Designing , Video Editing, 3D animation, 2D animation ,VFX, Filmmaking, The Advanced Diploma course in 2D/3D animation.

JMD ANIMATION is the best education center . It provides the students to pioneer themselves in Graphic Designing , Video Editing, 3D animation, VFX, Filmmaking, JMD ANIMATION provides quality education through career-oriented courses.

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