Duration: 6 Months
• To introduce learners to the 3ds Max interface and high-end 3D animation workflow
• To develop the ability to create complex character and environment models
• To equip learners with skills in advanced rigging, skinning, and animation
• To provide understanding of particle systems, physics, and dynamic simulations
• To prepare learners for roles in game design, VFX, and architectural visualization
Upon completion, learners will be able to:
- Apply polygon and spline based modeling techniques.
- Prepare and process texture maps using UVW Unwrapping.
- Post keyframes to timelines and produce complex character animations.
- Account for render time and reconcile frame rates for video output.
- Identify and correct mesh topology and rigging errors.
Module 1: Modeling and Geometry
• The geometry equation: Vertices + Edges + Polygons = Mesh
• Box modeling vs. Spline-based modeling
• Principles of modifiers: TurboSmooth, Symmetry, and Bend
• Working with the Command Panel and Scene Explorer
• Source documents: Reference blueprints and concept art
Module 2: Texturing and UV Mapping
• The Slate Material Editor and node-based shaders
• UVW Map vs. Unwrap UVW modifiers
• Physical materials and PBR (Physically Based Rendering) workflows
• Baking textures and normal maps
• The Multi/Sub-Object material and its uses
Module 3: Animation and Rigging
• Posting keyframes using Auto Key and Set Key modes
• Character rigging: Biped, CAT (Character Animation Toolkit), and Bones
• Balancing weight painting and skinning for natural movement
• Preparing a walk cycle and basic facial animation
• Identifying errors in the Curve Editor and Dope Sheet
Module 4: Dynamics and Particle Systems
• Principles of the Particle Flow (PFlow) system
• Rigid and soft body dynamics using MassFX
• Recording fire, smoke, and water simulations
• Preparing and submitting a dynamic simulation reel
• Gravity and wind reconciliation: Physics-based forces
Module 5: Lighting, Rendering, and Compositing
• Types of rendering engines: Arnold vs. Quicksilver
• Global Illumination (GI) and Image-Based Lighting (IBL)
• Render passes and compositing statements
• Optimizing scenes for high-quality final production
• Introduction to MaxScript for workflow automation