15 Feb 10 CG ACADEMY – MODELING FUNDAMENTALS1:PRIMITIVES & POLY FUNDAMENTALS(3DS MAX)

CG ACADEMY – MODELING FUNDAMENTALS1:PRIMITIVES & POLY FUNDAMENTALS(3DS MAX)
This is the first in a four DVD series that aims to teach the fundamentals of modelling in 3dsmax. In this first DVD you will learn how to effectively navigate and manipulate objects in 3D space. Then the DVD moves on to teach you what polygons are and how they are fundamental to all modelling systems. Then we learn about Primitives and how we can change their form using Modifiers and Spacewarps. And finally we make a start on a series wide project to build a go-cart using the skills developed in this DVD.
This DVD is aimed at a user who is new to 3dsmax and modelling. The DVD makes no assumptions about your 3D knowledge and aims to give you a ground up tuition in modelling. Its topics are wide ranging and form a foundation for the DVDs that follow in this series. CH 01: Efficient Scene Navigation
We make a start by looking at how we can effectively navigate within 3dsmax’s 3D workspace.
CH 02: Keyboard Shortcuts & Interface
Then we look at the most commonly used keyboard shortcuts and user interface features for modelling.
CH 03: What Are Polygons?
Polygons are fundamental to all current modelling systems. We find out what they are here and why they are so important.
CH 04: Editable Mesh & Editable Polygons
Then we learn the differences between the two current polygon mesh types in 3dsmax.
CH 05: Primitives & Tessellation
Chris then shows us what Primitives are, and how they are tessellated into visible 3D objects via polygons.
CH 06: Coordinate Systems
We then explore what Coordinate Systems are and how they define our 3D world.
CH 07: The Home-Grid & Snaps
Chris then continues by looking at how we can organise those spaces via Grids, and make our modelling more precise by Snapping to those grids whilst modelling. CH 08: Pivots & Custom Grids
Our objects are manipulated in space via their Pivots. Here we expore these reference points and also the creation of Custom Grids.
CH 09: Modifiers & The Stack
Now we look at one of 3dsmax’s main features and key methods for altering primitives, Modifiers and the Stack.
CH 10: Spacewarps
A system akin to Modifiers, called Spacewarps is explored here. We find how Spacewarps and Modifiers are closely related but uniquely featured.
CH 11: Basic Primitive Usage
Now we put what we have learnt so far to practical use, by modelling elements of a go-cart by using Primitives.
CH 12: Using The Bend Modifier
Having created a number of simple model elements we now modify some of them using the Bend Modifier.
CH 13: The U-Bend & Finishing Up
And once comfortable with this, we try something a little more complex by creating a U-bend using a number of modifiers and sub-selections.
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