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Nov 23, 2024
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GRD 483 - Intro to Autodesk 3dsMax Credits: 3 Lecture Hours: 2 Lab Hours: 2 Practicum Hours: 0 Work Experience: 0 Course Type: Voc/Tech A fundamental overview of the 3d software commonly used in the visual entertainment industry. Through demonstrations, exercises and projects, students will learn software techniques and pipelines while creating various 3d assets. Competencies
- Appraise the software interface
- Examine graphical interface
- Demonstrate various methods to navigate and view in 3d space (zoom, pan, orbit, etc.)
- Toggle between different viewing modes
- Configure the User Interface and preferences
- Open existing 3d files
- Save created 3d files
- Examine the various file formats
- Import 3d files
- Export 3d files
- Merge several files
- Apply the use of common keyboard shortcuts
- Create 3d Objects
- Draw primitive shapes and forms
- Employ the use of copy, instance, and reference
- Demonstrate various selection methods
- Transform 3d objects by using the move, rotate, scale tools
- Examine an object?s properties (poly vert amount, etc.)
- Construct 3d Objects
- Apply layers to organize a scene
- Employ selections to manage
- Configure XRefs
- Evalute 3d Object Modifiers
- Examine various Modifiers to change 3d object properties
- Experiment with Modifier stack order
- Employ collapsing to a Modifier stack
- Apply color to a 3d object
- Create a segmented model combining various primitives
- Draw a single-mesh object creation
- Compare 3d Modeling Methods
- Examine the various sub-object modes (vertex, edge, border, polygon, element)
- Edit primitives in various sub-object modes
- Transform shapes in sub-object mode to create models
- Create symmetrical 3d models using mirroring techniques
- Combine symmetrical shapes together using joining and welding
- Examine compound object creation (Boolean, etc.)
- Explain spline-based object creation (lofting, surface tools, Bezier shapes)
- Interpret different Smoothing Groups
- Illustrate a single-mesh object
- Construct Materials for 3D Models
- Examine the Material Editor
- Display materials in the 3d viewport
- Apply materials to 3d objects.
- Modify existing materials
- Interpret unique materials
- Identify Shading Types (Anisotropic, Blinn, Metal, etc.)
- Draw Maps to enhance materials
- Distinguish the difference between Procedural and Bitmap materials
- Produce Multi-sub material creation
- Create Textures for 3D Models
- Employ the basic process for unwrapping a 3d model to apply a texture map.
- Analyze mapping parameter types (planar, cylindrical, spherical, ShrinkWrap,etc.)
- Adjust bitmap textures with the UV editor.
- Apply textures to both geometric and organic shapes
- Evaluate the Animation Process
- Compare the Traditional process to the computer 3d process
- Formulate viewing, editing, and creation of hierarchy (rig creation) before animation begins
- Change Pivot placement
- Contrast the difference between Inverse and Forward Kinematics
- Utilize the Animation Process
- Employ various methods to create keyframes.
- Apply various methods to adjust timing.
- Change key frame behaviors (ease in, out, etc)
- Analyze tangent types (smooth, linear, step, slow, fast, spline)
- Adjust motion curves and path.
- Use the DopeSheet.
- Discover the use of Out-of-Range keys to create repeating cycles
- Critique Lighting for 3D Modeling
- Analyze common lighting terms and definitions
- Compare the Traditional process vs the computer 3d process
- Explain the use of Standard lights. (Target. Directional. Omni. Skylight.)
- Employ various Photometric lights (Target light. Free light.)
- Draw a light source
- Modify a light by editing.
- Change various light properties.
- Manage multiple lights within a scene.
- Apply shadow parameters. (Area and ray-traced. Shadow spread and bias. Etc.)
- Modify by excluding and including objects from lights.
- Illustrate a lighted indoor scene
- Create a lighted outdoor scene. Various time of day.
- Judge Proper Camera Use
- Analyze camera terms and definitions
- Compare the Traditional process vs the computer 3d process
- Create a Target Camera
- Illustrate the use of a Free Camera
- Calculate camera parameters
- Manipulate the field of view
- Employ Near/Far clipping planes to exclude/include geometry
- Differentiate depth-of-field views
- Experiment with animating a camera (move)
- Demonstrate animating a camera along an existing path
- Critique The Rendering Process
- Analyze rendering terms and definitions
- Examine rendering types: Standard and Mental Ray
- Demonstrate how to set up a render
- Create a rendered image
- Save of a rendered image
- Compose sequenced images and movies
- Save sequenced images and movies
- Demonstrate improving rendering quality
- Produce alpha channels for compositing
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