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所在平台: Udemy |
课程主页: https://www.udemy.com/course/3ds-max-fundamentals-3d-modeling-and-look-development/
课程评论:没有评论
课程名称:3ds Max 基础:3D建模与外观开发 课程概述:本在线课程将教授使用3ds Max的3D技术基础,包括3D建模的不同技巧、材料和纹理的组成,以及深入的UV展开技术。本课程适合初学者到中级用户,即使您从未使用过3ds Max,也没关系,课程初期的内容特别为您设计。课程大纲经过精心策划,让您能够迅速且顺利地掌握3ds Max。 课程内容概述:该课程共分为13章(不包括导言章节)。在第一章中,您将学习3ds Max的用户界面以及如何导航视口和利用显示设置。第二章介绍基本的对象操作,包括如何创建和修改对象,以及对象选择和变换等内容。第三章集中于场景管理,教您如何使用“场景浏览器”,以及使用图层和组。 从第四章开始,将重点学习3D建模技术,涉及多边形建模及子对象类型。您将学习如何选择子对象及3D建模概念,例如“法线方向”和“背面剔除”。在第五章中,您将掌握精确建模技术,包括测量单位基础、对齐工具等,并完成三个项目:建模“Tamtam”凳子、“Etna”边桌和另一个名为“Lack”的边桌。 第六章将指导您建模“Werk”厨房台面,包括设置参考、建模基本框架及面板等内容。第七章将关注基于样条线的建模技术,您将学习如何创建、选择和编辑样条线,并完成多个项目,包括“Echasse”花瓶和“Diana”桌灯。第八章将介绍细分建模和复合建模,您将完成创建茶杯、洗手盆和“Alma”凳子等项目。 第九章是一个项目章,您将运用细分和复合建模技术来构建“Papilio Shell”椅子。第十章将从建模转向外观开发,学习渲染基础及环境光照方法,并为前一章的椅子模型添加灯光和材料。第十一章将讲解纹理和基本UV映射技术,您将接触到多种纹理类型,并为厨房台面模型添加材料和PBR纹理。 第十二章专注于UV展开技术,学习不同的展开方法,并完成两个项目:低多边形桶和产品包装。最后,第十三章是创建“San Marco”椅子的项目,根据模型不同部分使用不同的UV展开技术。 课程成果:完成本课程后,您将具备使用3ds Max的坚实基础,掌握丰富的3D建模和外观开发技能,并深入理解3D计算机图形的重要概念。希望您觉得这门课程有趣且有益。
In this online course, you will learn the fundamentals of 3D skills using 3ds Max. Including different techniques of 3D modeling, composing materials and textures, and in-depth UV Unwrapping techniques. This course is designed for beginners to intermediate-level users. So if you have never used 3ds Max before, don't worry, because the lessons at the beginning of this course are designed just for you. The curriculum is carefully crafted so you can master 3ds Max quickly and yet seamlessly.The curriculum overviewYou will learn a lot of things in this course. There is just too much to cover in this short description. For more detailed information, you can check the curriculum section. But, just to give you a quick overview of what you will learn. There are a total of 13 chapters in this course outside the introduction chapter.In the first chapter, you will be introduced to 3ds Max's UI. You will learn different ways to navigate the viewport and utilize the display settings. In the second chapter, you will learn basic object operations such as how to create objects, and how to modify them. You will also learn object selection, object transformation, and so on. In the third chapter, we will focus on scene management. You will learn how to use the "Scene explorer". Then using layers, groups, etc.Starting from the fourth chapter, we will focus on 3D modeling. In this chapter, you'll learn polygonal modeling techniques related to each of the sub-object types. We will cover sub-object selection techniques. Then we will also discuss 3D modeling concepts such as "Normal direction" and "Backface culling", etc. At the end of this chapter, we will have a project modeling a table lamp product called "Atollo".In chapter five, we will focus on precision modeling techniques. We will start with the basics of measurement units. Learn different snapping features, and then learn various tools for aligning objects, and so on. There are 3 projects in this chapter. First, we will model a stool called "Tamtam". Then we model a side table product called "Etna". And on the last project, we will model another side table product called "Lack".Next, in chapter six, we're going to build a kitchen counter product called "Werk". We'll cover everything from setting up the references. Then modeling the base frame, then the panels, and so on. Until we have a finished model.In chapter 7, we will focus on spline-based modeling techniques. You will learn the basics such as creating, selecting, and converting spline vertices. Then we move on to learn various techniques of spline editing. After that, you will learn how to turn splines into 3D models. There are a total of 7 projects in this chapter alone. First, you will model a simple S letter logo. Then in the next project model a circular classic ornament. And then model a tileable 3D pattern. Then, you will model a vase product called "Echasse". Then you will create a crown molding object. In the next project, you will model a table lamp product called "Diana". And then finally you will create a roman column.In chapter 8, we will focus on subdivision modeling techniques which are very useful for creating organic-like objects. And then learn compound-based modeling techniques, which basically combine existing 3D objects to create new ones. There are 3 projects in this chapter. The first project is creating a teacup model. Then the second project is creating a washbasin. In the third project, you will create a stool product called "Alma".Chapter 9 is a project chapter. In this chapter, we will build a chair product called "Papilio Shell" using subdivision, compound-based modeling techniques, and other related techniques that we have discussed earlier.Starting from chapter 10, we will shift our focus from 3d modeling to look development. In this chapter you will learn the basics of rendering, and how to use the physical material. We are also going to cover different methods of environment lighting. At the end of this chapter, we will apply what we've learned to add lighting and materials to the chair product that we modeled before in the previous chapter.In chapter 11, we will focus on texturing and basic UV mapping techniques. You will learn different types of textures, from procedural textures, image textures, PBR textures, Substance textures, etc. At the end of this chapter, you will do another project. You will add material and PBR textures onto the kitchen table product that we have modeled in the earlier chapter.Chapter 12 focuses on the nitty-gritty of UV unwrapping techniques. After learning the tools provided, we will explore different approaches to unwrap 3D objects. From the automatic method, projection method, peel seams method, and so on. In this chapter, we will have 2 projects. The first is creating a low poly barrel. And second is creating a product packaging.In chapter 13, we will have the last project related to look development, which is creating a chair product called "San Marco". Because each part of the model is different, we will use different UV unwrapping techniques that best suit the model's part. Here is the result of the final project.The outcomeAfter completing the course, in sha Allah, you will have a solid foundation on how to use 3ds Max. You'll gain a significant amount of 3D modeling and look development skills. Not to mention you will understand a lot of important concepts around 3D computer graphics. I hope you find this course interesting and beneficial.