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3D Modeling, Animation & Rendering using Autodesk 3DS Max

Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment.[1] It has modeling capabilities and a flexible plugin architecture and can be used on the Microsoft Windows platform. It is frequently used by video game developers, many TV commercial studios and architectural visualization studios. It is also used for movie effects and movie pre-visualization. For its modeling and animation tools, the latest version[which?] of 3ds Max also features shaders (such as ambient occlusion and subsurface scattering), dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, new icons, and its own scripting language..

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3DS max Training in Pune

Chapter 1: Introduction to Autodesk 3ds Max
a. Overview
b. Visualization Workflow
c. The Autodesk 3ds Max Interface
d. File Commands
e. Create New Scenes
f. Open and Save Files
g. Preferences
h. Setting the Project Folder
i. Configure Paths
j. Display Drivers
k. Viewport Display and Labels
l. General Viewport
m. Point Of View
n. Shading Viewport
o. Per-View Preference
p. Workshops

Chapter 2: Autodesk 3ds Max Configuration
a. Viewport Navigation
b. Viewport Configuration and Settings
c. Object Selection Methods
d. Units Setup
e. Layer and Object Properties
f. Display Panel
g. Workshops
Chapter 3: Assembling Project Files
a. Data Linking and Importing
b. Merging Autodesk 3ds Max Scene Files
c. Civil View
d. Linking Files
e. Linking DWG Files
f. Linking FBX and RVT Files
g. Manage Links Options
h. File Link Settings: DWG Files
i. File Link Settings: Revit Files (RVT or FBX)
j. References

k. External References (XRef)
l. Data Management and Asset Tracking
m. Workshops

Chapter 4: Basic Modeling Techniques
a. Model with Primitives
b. Modifiers and Transforms
c. Sub-Object Mode
d. Working in Sub-Object Mode
e. Geometric Edits through Sub-objects
f. Geometric Subg.
Objects
h. Smoothing
i. Caddy Display for Edit Poly Modifier
j. Reference Coordinate Systems and Transform Centers
k. Cloning and Grouping
l. Polygon Modeling Tools in the Ribbon
m. Statistics in Viewport
n. Workshops

Chapter 5: Modeling From 2D Objects
a. 3D Modeling from 2D Objects
b. The Lathe Modifier
c. 2D Booleans
d. The Extrude Modifier
e. 3D Boolean Operations
f. Using Snaps for Precision
g. The Sweep Modifier
h. Sweep Parameters
i. Workshops

Chapter 6: Materials
a. Understanding Materials and Maps
b. Material Shaders
c. Managing Materials
d. General Materials
e. Physical Materials
f. Multi/Sub- Object Materials
g. Additional General Materials
h. Scanline Materials
i. Autodesk Materials
j. Assigning Maps to Materials
k. Opacity, Bump, and Reflection Mapping
l. Opacity Mapping
m. Bump Mapping
n. Reflection Mapping
o. Arnold Materials
p. The Material Explorer
q. Scene Converter
r. Workshops

Chapter 7: Mapping Coordinates and Scale
a. Mapping Coordinates
b. Mapping Controls in Slate Material Editor
c. MapScaler Modifier
d. UVW Map Modifier
e. Mapping Scale
f. Explicit Map Scaling
g. Continuous Map Scaling
h. Spline Mapping
i. Workshops

Chapter 8: Introduction to Lighting
a. Local vs. Global Illumination
b. Default Illumination
c. Local Illumination
d. Global Illumination
e. Types of Lights
f. Standard Lighting
g. Common Parameters
h. Types of Standard Lights
i. Omni Lights
j. Spotlights
k. Directional
l. Lights
m. Fill Lights
n. Skylight
o. Shadow Types
p. Common Shadow Parameters
q. Shadow Map Parameters
r. Ray Traced Shadows
s. Advanced Ray-Traced Shadows
t. Workshops

Chapter 9: Lighting and Cameras
a. Photometric Light Objects
b. Photometric Light Types
c. Templates Rollout
d. General Parameters Rollout
e. Distribution (Photometric Web) Rollout
f. Shape/Area Shadows Rollout
g. Intensity/Color/Attenuation Rollout
h. Arnold Lights
i. Cameras
j. Physical Camera
k. Target and Free Camera Parameters
l. Background Images
m. Aspect Ratio
n. Safe Frames

Chapter 10: Exposure Control, Daylight, and Rendering
a. Exposure Control
b. Exposure Control Methods
c. Logarithmic Exposure Control Parameters
d. Physical Camera Exposure Control
e. Daytime Lighting
f. Sun Positioner Daylight System
g. Sunlight and Skylight System
h. Image Based Lighting
i. Rendering Options
j. Common Options
k. Common Tab
l. Renderer Tab
m. Arnold Renderer
n. Arnold Renderer Tab
o. System Tab
p. Archive Tab
q. Diagnostics Tab
r. AOV Settings Tab
s. Scanline Renderer
t. Single vs. Double-Sided in Scanline Rendering
u. ART Renderer
v. State Sets
w. The Print Size Wizard
x. Workshops

Chapter 11: Animation
a. Animation and Time Controls
b. Time Configuration
c. Progressive Display and Adaptive Degradation
d. Walkthrough Animation
e. Animation Output
f. Workshops

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