Every Artists needs to understand the Tools with which they are working! In this Series we open up the ToolBox called 3ds Max and examine the functionality of the Tools it makes available to us.
Every Artists needs to understand the Tools with which they are working! In this Series we open up the ToolBox called 3ds Max and examine the functionality of the Tools it makes available to us.
This Modules digs into the ‘ViewPort Shading ’Menu. Older Tools such as the ViewPort shading types, Transparency and Viewport Background are given the same examination of functionality as the Newer Max 2010 technologies such as ViewPort Hardware shading and the X-View geometry tests.
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We continue our Breakdown of the Tools & Functionallity found in Max’s Viewport Label Menus, specifically here we focus on the P.O.V. menu taking a good look at each of the commands featured there so as to integrate there use into our 3Ds Max workflow.
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The ‘Steering Wheels’ are also a newer piece of 3Ds Max’s Viewport control tools and like the Viewcube, one that is implemented across many of Autodesks 3d product range. Here we examine the menu controls, configuration options, AND look at How to use these ViewPort tools.
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The ‘ViewCube’ is a newer piece of 3ds Max’s Viewport control tools and one that is implemented across most of Autodesks 3d product range. Here we examine the menu controls, configuration options, and also the general usage of Max’s ViewCube tools.
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Following the changes to the layout of Viewport Tools and Controls in Max 2010, we continue our Deconstruction of Max Viewport Controls by making a start at covering the commands found on the 3 New Viewport Menus! In this module we begin looking at the ‘General’ viewport menu.
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In this 3Ds Max ‘ToolBox’ Module we continue to look at the controls given to us for working within the 3Ds Max Viewports. Whereas Part 1 examined the ‘rendering’ options and styles with our Viewports, Part 2 focuses on getting optimal performance from them! The obvious benefits to workflow and speed of production should be enough to make this an important part of our 3Ds Max Training.
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The vast majority of a 3D artists Interaction with the scene being worked on is done through the Applications
Viewports! Understandably then, Layout, quality of visual feedback and Performance are all critical aspects of an artists workflow. These are the subjects covered in this Module.
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Creating Objects in 3d space is a fundamental part of the 3Ds Max Workflow, so understanding What the Grid tools are, How they work, and how we can utilize them as artists is going to be be an exercise well worth undertaking!
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