Advanced 3ds Max courses are meant for users who are already using 3ds Max but feel that in their knowledge there are gaps that need to be addressed. Due to the specific nature of these courses, they are short, in general between 6 and 12 hours, depending on the topic being covered. This means at least 1 to 2 days (usually weekends), and they completely cover a very narrow topic.
Are there any prerequisites needed for this course?
Prerequisite for attending these courses is that the user already knows topics that are covered in the 3ds max basic course and that the user feels completely comfortable when working in 3ds Max. A general recommendation is that one should not attend the course without a minimum of 200 working hours in 3ds max. The courses are short because it is assumed that the student is already an experienced user who is completely independent in his work and that he understands 3ds Max logic and workflow very well. If the user is not completely independent and does not feel comfortable in 3ds max environment it is recommended that in a conversation with the instructor he explains how far and how deep he wants to go. In this case, the course can last much longer than 12 hours.
Thematic Courses
Advanced curve modelling
- For this course implies knowledge of the Line object in 3ds Max and Spline objects from Shapes subpanel
- Spline Cage modelling (CrossSection modifier)
- Bevel, Bevel Profile, Lathe, Loft Compound, ShapeMerge Compound
- Extended Splines and Sweep modifier
- Edit Spline modifier and the Editable Spline object
- Spline/Patch modelling in the case of a human face
Advanced 3D Modelling
- The knowledge of Boolean objects and Edit Poly modifier is required for this course
- Conform Compound
- Editable poly object and Edit Poly modifier
- Delaunay triangulation in 3ds Max
- Patch modelling in the case of furniture
- NURBS Modelling
Materials
- Knowledge of the materials from the Autodesk Material Library, Blinn Shader and Arch & Design shader are prerequisites for this course
- Advanced settings of the Blin and A&D shader
- Work in the Slate Material Editor
- Composite materials:
- Multi Sub object shader, material ID
- Composite shader
- Mix map
- Substance maps
- Translucent materials
- Using Viewport Canvas
- Using Photoshop files for texturing
- Unwrap UVW modifier
Lights
- It is understood that knowledge of concepts Lumen, Lux, Candela, Isolux curve
- Spotlights
- Linear lights
- Surface lights
- Photometric lights
- Image-Based Lighting, Final Gather and Global Illumination algorithms in mental ray
- Ambient lighting in Iray and Rapid Raytracer render engine
- Lighting analysis menu, Light Meter and their use when working on the lighting project lighting
- Advanced raytracer algorithm in Scanline render engine
Rendering
- This course requires knowledge of vector spaces and vector products, the concept of normal in the geometry
- Render equation – James T. Kajiya
- Raytrace algorithms, the way they work and their limitations
- Monte Carlo, Las Vegas and Atlantic City algorithms
- Bidirectional reflectance distribution function
- RRT, iray, Quicksilver, mental ray, similarities, differences, limits and advanced settings
Prepress
- For this course is necessary to have basic knowledge of colour spaces and screen resolutions
- CMYK colour space compared to the RGB colour space
- Alpha channel and its application
- Frame buffer and render formats for recording
- TIFF and TARGA over other formats
- Full colour and tonal adjustments in Adobe Photoshop
Particle systems
Working with the particle is specific in many ways quite different from the usual logic and workflow in 3ds Max. This is primarily coming from the fact that the equations of fluid mechanics are involved in these calculations. Necessary prerequisites for this course are knowledge of physics/mechanics from high school and a powerful computer. Knowledge of mechanics and fluid mechanics is desirable but not necessary because the basic concepts will certainly be covered during the course.
In this course, we make flowing and spraying liquids, fire, steam, smoke, clouds, snow etc.
We will also cover using simulation files from Inventor.