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3DSMax 8 Tutorials


3DSMax 8 Tutorials

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Index 3DSMax 8 Tutorials

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
Whatís New in 3dsMax 8
Game Design
Design & Visualization
Film & TV Effects
3 Getting Started
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
Adding a Stem to the Apple
Materials & Mapping
Introduction to Materials & Mapping
Introduction toMaterials andMapping
AssigningMaterials to Objects
Creating BasicMaterials
Understanding Ambient Color and Light
Creating Transparency
Understanding Shaders
Mapping andMapping Coordinates
Using RaytraceMaterials andMaps
Texturing the Chessboard
Using Displacement Mapping with Surface
Adding Stars to the Sky
iv Contents
Creating a SkinMaterial
Materials for Interior Scenes
Materials for Interior Scenes
Materials of One Color: Applying Standard
Adding Complexity: ApplyingMappedMaterials
ApplyingMultipleMaterials to One Object
Creating 3D Materials: Another Approach to
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
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 ín PaintMaterial
Translucent Shading
Translucent Shading
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
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
Rendering a Daylight Scene
Using Radiosity with Standard Lights
Rendering a Panorama
Rendering a Panorama
Creating Cigarette Smoke
Creating an Explosion with Fragments and
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
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
SharingMaterials with Architectural Desktop
Land Development
Site Planning
Importing the AutoCAD File
Creating the Terrain
Adding aMaterial to the Terrain
iv Contents
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
Basic Rigging
Introduction to Character Rigging
Creating a Bone Structure
Setting Up IK Solvers
Adding Control Objects
Wiring a Custom Attribute
Using List Controllers
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
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
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
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
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
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
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 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
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
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
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
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
AddingMotion Blur
Putting a Light Inside the Asteroid
Adding Render Effects to the Laser Blast
Adding a Second Glow to the Explosion
Animating the Explosionís Glow
Adding Streaks with Radial Blur
Modeling a Revolving Door
Modeling a Revolving Door
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
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

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