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| Main topics covered:
Chapter 01: Efficient Scene Navigation
We make a start by looking at how we can effectively navigate within 3dsmax's 3D workspace. Chapter 02: Keyboard Shortcuts & Interface Then we look at the most commonly used keyboard shortcuts and user interface features for modelling. Chapter 03: What Are Polygons? Polygons are fundamental to all current modelling systems. We find out what they are here and why they are so important. Chapter 04: Editable Mesh & Editable Polygons Then we learn the differences between the two current polygon mesh types in 3dsmax. Chapter 05: Primitives & Tessellation Chris then shows us what Primitives are, and how they are tessellated into visible 3D objects via polygons. Chapter 06: Coordinate Systems We then explore what Coordinate Systems are and how they define our 3D world. Chapter 07: The Home-Grid & Snaps
Chris then continues by looking at how we can organise those spaces via Grids, and make our modelling more precise by Snapping to those grids whilst modelling. Chapter 08: Pivots & Custom Grids Our objects are manipulated in space via their Pivots. Here we expore these reference points and also the creation of Custom Grids. Chapter 09: Modifiers & The Stack Now we look at one of 3dsmax's main features and key methods for altering primitives, Modifiers and the Stack. Chapter 10: Spacewarps A system akin to Modifiers, called Spacewarps is explored here. We find how Spacewarps and Modifiers are closely related but uniquely featured. Chapter 11: Modelling, Basic Primitive Usage Now we put what we have learnt so far to practical use, by modelling elements of a go-cart by using Primitives. Chapter 12: Modelling, Using The Bend Modifier Having created a number of simple model elements we now modify some of them using the Bend Modifier. Chapter 13: Modelling, The U-Bend & Finishing Up And once comfortable with this, we try something a little more complex by creating a U-bend using a number of modifiers and sub-selections. |
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