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Beginner's Guide to 3ds Max - 04 & 05: Creating and Editing Primitives and Modeling a Wrench

By Isaac Oster
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Date Added: 29th April 2013
Software used:
3ds Max
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In this exclusive, multi-chapter tutorial series, Isaac Oster provides an all-inclusive guide to 3ds Max. If you're a newcomer to Max, looking to switch from another software, or just want to recap some of the basics of this wonderfully versatile program, then this series is just what you've been looking for. Over the following parts, Isaac will be covering everything from the Max interface and modeling tools through to materials, textures, lights and rendering. A full chapter breakdown can be found below:

1. Introduction the 3ds Max Interface
2. Creating and Editing Splines
3. Creating and Editing Primitives
4. Creating and Editing Editable Polys
5. Modeling Demo: Creating A Wrench
6. Graphite Modeling Tools
7. UV Creation and Editing Process
8. Materials, Procedural Textures and Texture Maps
9. Lights and Rendering
10. Render to Texture, Ambient Occlusion and Normal Bakes
11. Rigging and Skinning

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Videos

Chapter 4



Chapter 5




 
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Readers Comments (Newest on Top)
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(ID: 289459, pid: 0) Euter Pádua on Tue, 29 July 2014 9:53am
Rosta, Basically to model something we use Mesh or Polygon. In Mesh we work with Triangles and Poly we use "squares", but inside each polygon you'll see 2 triangles... normally if you have any polygon with more than 4 edges you will not have a Polygon anymore (there is no more 2 triangles inside)... when that happens you can have problems when you try to "smooth" or animate for example...
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(ID: 272558, pid: 0) Vijay on Mon, 05 May 2014 6:43pm
where is chapter 6
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(ID: 237422, pid: 0) Rosta on Wed, 04 December 2013 1:53pm
What exactly is the problem of polygons with more than 4 edges? Is it just slower, or is there anything else?
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