The official learning channel for Autodesk® 3ds Max® software, a comprehensive 3D modeling, animation, rendering, and compositing solution for games, film, and motion graphics artists. The Autodesk® 3ds Max® Learning Channel provides tutorials of all levels to help you learn Autodesk® 3ds Max®.
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In this movie, you adjust the UV clusters to minimize distortion and then you pack them into the UV area.
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In this movie, you unwrap the texture coordinates on the low-poly column, in preparation to extracting normal maps.
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In this movie, you extract low-poly models from their respective high-poly counterparts.
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In this movie, you explore the high poly components that make the various parts of the column. You also learn about Floater objects, which are meant to provide a very efficient technique to projecting normal maps.
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In this tutorial, you learn to use normal maps to provide detail without adding geometry. It's a technique used mostly for gaming but can also be applied to architectural visualization or in any situation where interactive playback is required.
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In this tutorial, you learn to wire TextPlus entities to objects and scene parameters to read and update values such as time, transforms and animation controllers.
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In this tutorial, you learn to animate TextPlus entities globally but also by separating paragraphs, lines, words and even individual characters. You do so by applying various animation presets to test the concept.
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In this tutorial, you experiment with TextPlus, which replaces the old text tool in 3ds Max. you learn some basic functionality and about the ease of use that enables you to create quick and easy text elements.
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In this tutorial, you learn about Animation Offset Controls and Animation Presets, which are tools that make it easy to induce an offset so that the same animation does not occur simultaneously on multiple objects.
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In this tutorial, you learn to use the Voxel Solver, which gives you a much better start-up skin solution where most of the skinning is already properly established. From that point, you only need to add the finishing touches.
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In this tutorial, you learn to clean up data imported or linked from other 3D applications. This includes using Layers or Selection Sets. You also learn to correct material and mapping problems, as well as fix lights and cameras inaccuracies.
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In this tutorial, you learn to link a Revit model to 3ds Max. You learn about the link presets that you can use to sort the imported models one way or another. You also learn how to update the 3ds Max scene once the model in Revit has been modified.
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In this tutorial, you explore the Design Ribbon that is part of the Design Standard Workspace. The Design Ribbon combines tools that are useful for Design Visualization. This is easier than hunting for them in various areas of the 3ds Max interface.
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In this tutorial, you learn about a command that enables you to find the tools you need by using a simple keyboard shortcut. This can be a great time saver as it prevents you from hunting for commands in various areas of the interface.
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In this tutorial, you learn to control the quality of viewport feedback, especially when displaying textures and background images.
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In this movie, you learn to model a detailed baseball, right down to the seams and stitches, by using two Max Creation Graphs you have learned about in other tutorials on this channel.
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In this movie, you learn to "package" graphs and dependent files so you can move them from one system to another. You also learn to "install" MCG tools that you collect from other sources and third-party vendors.
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In this movie, you learn to add your own tools that appear as new objects in the Geometry command panel. The tool that you learn to put together is one you would use to replace children objects in a hierarchy by another scene object that you define.
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In this movie, you learn to create compounds to simplify the creation of your graphs. Compounds are essentially sub-graphs, designed to reduce the complexity of a tree structure by combining elements together.
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In this tutorial, you finalize the Clone Modifier by editing its UI, mainly to create groups separating various sections and reordering other parameters.
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In this movie, you continue developing your Clone modifier by adding Rotation and Scale flexibility to the Position data you introduced in Part 1.
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In this tutorial, you learn to create a simple yet effective Clone tool that you develop as a modifier using the Max Creation Graph (MCG). In this Part 1, you build a basic graph that caters for a number of duplicates while controlling their XYZ positions.
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This tutorial introduces you to a new visual programming tool in 3ds Max 2016 named Max Creation Graph or MCG. In this movie, you cover the basics of MCG and create a very simple Weld modifier.
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This tutorial introduces you to a free script designed to help you set your scene environment. It simplifies creating Daylight Systems, setting backgrounds and adjusting exposure values among others, all from a simplified and unified User Interface.
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This movie shows you how to import and export Custom Startup Template in order to share them with others.
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This movie shows you create a Startup Template. You'll set up a simple scene to always render an Ambient Occlusion pass, no matter what you throw at it. You'll then add a custom template to the existing sample files so you can start building your library.
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This movie shows you how to manage Startup Templates, including how to duplicate and edit existing templates to create your own. It also shows you how to set a template you use regularly as a default template.
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This movie highlights the use of Startup Templates, which were introduced in 3ds max 2015 Extension 2. Startup Templates are meant to help you set some basic parameters that would otherwise require time to manually adjust every time you start a new project
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In this final movie, little instruction is given. Instead you experiment on your own to add the final touches to your scene. You can try using the Populate tool to animate pedestrians crossing the bridge or import a boat model and animate it on the water.
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In this movie, you animate camera shots using various techniques. In addition to keyframing cameras and their targets, you also use Civil View to animate "road shots".
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In this movie, you duplicate and scatter the trees you have extracted and place them on areas of the terrain using a simple brush stroke by ways of 3ds Max's Object Paint tool.
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In this movie, you add trees to give the scene that extra sense of realism. You will use a combination of Civil View and 3ds Max's Object Paint feature to that effect. This movie shows how to extract trees from Civil View to use as Paint Objects.
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In this movie, you use yet another one of Civil View's functionalities to add low-poly buildings to the scene.
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In this movie, you adjust the sloped surfaces to cap the gaps by placing custom walls.
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In this movie, you add a water surface under the bridge and you map it with an animated material.
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In this movie, you learn to add custom objects to the Civil View library. Once added, you then have access to these objects using the Civil View UI and workflow.
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In this movie, you again use Civil View's Object Placement Tool but this time with the goal of animating cars travelling along the road.
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In this movie, you use Civil View's Object Placement Tool to add objects such as lamp posts, gantries and signs.
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In this movie, you use Civil View's Swept Object tool to create walls and fences, and the underside structure of the bridge.
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In this movie, you use a Civil View Railing tool to create guardrails to separate traffic lanes from sidewalks.
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In this movie, you create road markings. Instead of building them manually as geometry or as maps, you let Civil View do the work for you through an elegant and easy to use interface.
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In this movie, you create a Private Resource Kit by copying one that ships with Civil View. A Private Resource Kit is useful as it allows you to edit your library by adding or removing components without affecting the libraries that ship with the product.
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Before you start experimenting with what Civil View has to offer, you need to establish a basic scene setup that deals with items such as rendering output, a sun system and possibly a background image.
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In this movie, you output your Civil 3D design into a format that lets you manipulate it in 3ds Max Design. The format in question is VSP3D and is particularly suited to work with the Civil View plugin.
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In this movie, you create a Corridor, which now becomes an easy task once the three needed components, Alignment, Profile and Assembly are in place.
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In this movie, you create an Assembly.This is the third and last component you need to create a corridor. An Assembly is basically a cross-section of the road you need, where you define shoulders, lanes, gutters and sidewalks among others.
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In this movie, you create a Profile, which is the second component needed to build a Civil 3D Corridor. It represents a side projection that shows the topography of the terrain in relation to the road (or in this case bridge) you are creating.
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In this movie, you create an Alignment which is the first of three components needed to build a Civil 3D Corridor. An alignment is a top projection of a road, basically how it winds down atop a surface.
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In this movie, you use Civil 3D to create a 3D surface based on the DEM file you collected in the last movie.
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Often, Civil Engineers outsource the obtaining of GIS data and aerial mapping to specialized companies. However, if you're interested in how you can get your own, then this movie will show you a few tricks.
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