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

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Date Added: 29th April 2013
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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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Helio on Thu, 05 May 2016 11:05am
This tutorials is just too good, for anyone who say that it's not creative, if you want a youtuber making you to enjoy the time you are watching the video go to youtube, and look for a funny one, i came here to learn, and work efficently, prefer a short video with no shits, better than look a creative video abaut how to model something
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Sasha on Sun, 16 August 2015 7:02pm
Isaac thank you a lot for this video tutorials. They are great. I'm complete novice to 3D world and to 3DS MAX and I have viewed many video tutorials and none of them is about pure basic to master foundry of 3DS MAX. I loved your video tutorials. They are clear and simple to understand. Learning path is exactll
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Blur on Fri, 20 March 2015 3:27pm
Very basic, not a lot of emotion poured into your videos. I find them something I have to watch rather then something I have to watch. They are helpful no doubt, but aren't creative and any different then watching someone else do it and narrate.
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Umut EF?LO?LU on Mon, 24 November 2014 8:45am
These lessons were really useful. Thank you really very much for these lessons.
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Sidds on Thu, 09 October 2014 7:17pm
thank you.this tutorial is very helpful.can u give me any reference tutorial for architectural modeling in specific?
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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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Vijay on Mon, 05 May 2014 6:43pm
where is chapter 6
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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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Melissa on Tue, 03 September 2013 11:47am
Very good tutorial. I begin my masters in game development very soon and this tutorial has been a godsend. I shall be watching and noting everything on the rest of your videos. Keep up the good work! Melissa
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JonPen on Sun, 04 August 2013 10:05am
Great tutorials i have gone through the lot. I have also figured out why the bridge seems to act strangely. I seems to be down to the normals (orientation of the face e.g. inwards or outward). Example: Create a cylinder, delete both end faces, make a copy of the shape that's 10% smaller on the XY plane. Attache the shapes and try to bridge two shapes to create a solid tube, you will see the bridge tool can't do it properly this is because both shapes surfaces face away from the center of the object. If you select all the faces on the smaller shape and right click and "flip normals", you will find that bridge works perfectly. this is because the smaller shapes faces now face towards the center of object making it an internal surface. What would be useful is a view that would show your model with polygons with normals facing the camera in one colour and polygons with normals facing away from the camera another colour, don't know if this exists already.
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Isaac Oster on Mon, 03 June 2013 3:33am
Thanks, I'm glad you enjoyed it!
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Alberto on Sun, 02 June 2013 12:23am
Thanks very useful
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Arquitectopetrini@gmail.com on Fri, 31 May 2013 1:51am
Thanks,excelent.
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