This tutorial will give a quick tour around the interface. No tools will be discussed in detail, but how Max fundamentally organizes its user interface will be covered. If you're completely new to Max, or coming from another package and don't know where to start looking, this is a good tutorial for you.
There are many different ways to select objects in Max. Knowing which one to use when, will dramatically speed up your workflow and make complex scene more manageable.
tip: in VERY dense scenes, once you have your selection, you can press SPACE on the keyboard to lock your selection. This will prevent you from accidentally losing your selection when transforming your objects. Press SPACE again to unlock.
This tutorial covers the viewports in max and the various methods of navigating around your scene. Learn how to zoom, rotate, and focus on differents of the scene. Great as a refresher or introduction to viewport navigation.
Transforms (moving, rotating, and scaling objects) can be one of the hardest process for novice users. Unfortunately, it only gets worse if you don't spend the time to properly learn it. This tutorial will walk you through how to transform your objects and an introduction to the various coordinate systems. Be sure to grab the additional files which includes a handy excerise used to test your ability to transform objects.
This tutorial is a quick introduction to some of the primitives in 3D Studio Max and how you create them. The tutorial focuses mostly on 3D primitives since another tutorial will cover 2D ones.
Modifiers are a very powerful and useful way of modeling in Max. You'll find yourself spending a lot of time in the modifier tab and knowing the many things you can do with them will really help your workflow.
In this tutorial we take a look at several options for rendering your scene to an image or animation. There will be additional tutorials which go into the specifics of the scanline, mental ray, and brazil renders.
This tutorial introduces materials and the material editor. Texture maps and UV coordinates will be covered in additional tutorials.
This tutorial goes over the concept of maps. Maps can be thought of as textures or images that are wrapped onto an objects surface. This tutorial goes over a few types of maps and how they are assigned to a material. Adjusting how the texture lies on the surface will be covered in an additional tutorials.
This tutorial introduces mapping (UV) coordinates and how to position a texture precisely on an object.
This tutorial will walk the viewer through unwrapping a low-poly head and matching the texture coordinates to the texture. If interested in a more detailed description of the process in addition to other UV tools, check out the organic modeling series.
This tutorial will introduce you to polygon objects and some of the great modeling tools available in EditPoly. It will also go through a simple box modeling example to demonstrate how the tools may be used in practice.
In this tutorial we'll take a look at creating shapes in 3D Studio Max and how to modify them. (text, lines, circles, etc.)
This tutorial walks the user through creating 3D objects using the shapes by applying the Extrude and Bevel class of modifiers. It will also demonstrate the power of compound shapes and how they respond to extrusion and bevels.
In this tutorial we'll take a look at boolean operations. It won't cover the new ProBooleans extension for Max8 Subscribers but will go over the boolean options available from Max8 release and back.
This tutorial goes over the standard lights in 3D Studio Max. (omni, spot, direct) As well as some basic parameters for each.
This tutorial goes over the basics of camera creation and configuration in Max. It also covers the multi-pass Depth-of-Field effect.
This tutorial walks you through the use of the sweep modifier for extruding shapes along an arbitrary path. It also introduces you to Loft objects which give you the most control over creating complex shapes from splines (at least out of: Extrude, Bevel, Lathe, Sweep).
In this tutorial we take a look at photometric lights which are basically physically accurate lights. They use real world values for setting their properties and can create some great effects. While photometrics lights are often used for Global Illumination, they are also valuable when doing simple direct illumination.
In the real world light bounces off objects transferring some of it's energy to the surfaces it hits. This tutorial will show you how to simulate real-world lighting in your scene using radiosity.
In this tutorial we will take a quick look at some of the shadow options 3D Studio Max offers and talk about the pros/cons for the different options.
In this tutorial we take a quick look at creating animations in Max.
This tutorial provides a quick introduction to animation constraints. More specifically we take a look at the path constraint to have a mouse find his way home and the lookat constraint on the cat's eyes to automatically watch the mouse.
In this tutorial we take a look at making a simple bouncing ball animation (position only) using the curve editors in Max.
This tutorial shows you one way to create a custom UI within your viewport. It is extrememly useful for character riggers, or those who need to control multiple properties easily. In this example we create our own slider in the viewport which controls the intensity of two unique lights.
This tutorial dives a little deeper into procedural animation, this time using the noise and sound controllers.
This tutorial shows how you can easily adjust the timing of one or more animation sequences in Max using the Dope Sheet Editor. Highly recommended if you need to offset several similar animations.
In this tutorial we look at how you can bring sound into Max as reference for syncing. (lip sync, animation events, sound controller, etc.)
This tutorial will go over the basic process of using the render-to-texture feature in Max. Watch for a follow-up tutorial for more advanced usage and the many pros/cons of using it.
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