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About the author. Mark Gerhard 4 books. Create a free account to discover what your friends think of this book! Start your free trial. Book description An Autodesk Official Training Guide to 3ds Max 3ds Max is a popular 3D animation-and-effects software used in movies, visual effects, games, cartoons, short films, commercials, and other animation.

Introduces you to the basics of modeling, texturing, animating, and incorporating visual effects using the latest version of 3ds Max software Features excellent tutorials, helpful examples, detailed workflows, and a companion Web site to enhance your learning experience Explains a variety of methods for solving real-world challenges and breaks down why certain methods are used Makes the transition of coming from other 3D software applications as smooth as possible Introducing 3ds Max takes a typically difficult subject and breaks into easily digestible pieces so you can confidently begin working with this 3D animation software today.

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Mastering autodesk 3ds max design 2011 pdf free download free download

Download Mastering Autodesk 3ds Max Design – Free chm, pdf ebooks rapidshare download, ebook torrents bittorrent download. The book provides pages of real-world architectural examples that show you how to apply 3D concepts to your own work with striking results. Whether you’re just. Autodesk’s official guide to architectural visualization using 3ds Max Design. Exclusively endorsed by Autodesk, this comprehensive tutorial and reference. Autodesk’s official guide to architectural visualization using 3ds Max Design Exclusively endorsed by Autodesk, this comprehensive tutorial. Autodesk is a global leader in design and make technology, with expertise across architecture, engineering, construction, design, manufacturing.❿

Mastering autodesk 3ds max design 2011 pdf free download free download.Autodesk® 3ds Max® 2011 Autodesk® 3ds Max® Design 2011


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Why buy with Autodesk? Kuhmute streamlines last-mile vehicle charging with cloud technology. Find solutions for product design and manufacturing. Artists unite in the cloud to animate the powerful anti-war story Mila.

Image courtesy of Cinzia Angelini. Get the essential 3D animation and VFX tools in a bundle and save. To see what your friends thought of this book, please sign up. To ask other readers questions about Mastering Autodesk 3ds Max Design , please sign up. Be the first to ask a question about Mastering Autodesk 3ds Max Design Lists with This Book.

This book is not yet featured on Listopia. Add this book to your favorite list ». Community Reviews. Showing Rating details. Image courtesy of Pixomondo. Find solutions for media, entertainment, and visualization. Connect at Autodesk University September , New Orleans Digital. Welcome to the new possible Autodesk is a global leader in design and make technology. Company overview. Investor relations. Diversity and belonging.

Autodesk Foundation. Contact us. Students and educators. Affiliate program. Most naming conventions are based on the object and possibly how they are used. Work from bigger to smaller. Lesson 02 Creating and Modifying Basic Objects 53 Exercise Creating and Manipulating a Simple 3D Object In this exercise, you will be creating simple objects and then making some basic changes to these objects.

Pan if necessary to see the objects and statistics display more clearly. Note how the Statistics display has changed to display only the polygon count and shows the count for both the selected object and the entire scene.

Even though the two cylinders appear identical, the one on the left uses fewer polygons since you reduced the number of height segments. This will switch the Display Properties to By Object. And click OK to exit the dialog. The Application menu appears when you click on the Application button at the upper left of the 3ds Max Design Window. However, you have a few additional options to choose from in 3ds Max Design.

Reset When you plan to start working on a new scene and want to discard everything in your current one, it is often better to use Reset instead of New. It is often the safest way to start a new scene. When you access the dialog you will note that there are settings for a System, Display, and Lighting units.

For the time being we will only talk about units of distance measure. Once you set up the System Units, these units remain active until you return to this dialog and change them. When you click on the System Units button the System Unit Setup Dialog appears with standard units of measure to choose from. By default, the Recent Documents list has 10 entries but you can change that number in the Preferences dialog. The Save commands are found in the Application menu.

As a convenience, the Save As dialog include a Plus button. After you specify a. Containers are created in the Tools menu, under the Containers selection. Updates to the original objects will update the objects in the current scene. Xref Scene This option allows you to reference an entire 3ds Max Design scene into your current scene. The referenced scene is not editable in the current scene.

This is a good approach when you need to have background 3D geometry that does not need to change from scene to scene. Once the contents of the. Once a. Then click Open. These objects can be easily manipulated in the new scene.

Click Open. There are many tools and options available to you when selecting objects. This section covers the most important selection methods.

Selection Tool The most fundamental method of selecting objects is by using the Select tool on the main toolbar.

When you start 3ds Max Design the Select tool is normally active and is indicated as such by the icon being highlighted in blue. When the select tool is not active the icon is gray and you must click on the button to activate it. The Selection tool on the main toolbar active and ready to select objects. Any prior selection is canceled. The Ctrl key acts as a toggle. When you turn it on, the icon turns blue to indicate that the selection is locked. The Selection Lock Toggle is useful when you have numerous operations to do with a selection, especially when the scene is crowded and it would be easy to select other objects by accident.

Icon to access the Select from Scene dialog. If you have hierarchical structures in your scene as is the case in the above example , then you can select the whole hierarchy by selecting the top parent in this case, Car.

An added advantage to the Scene Explorer is that it will synchronize the selection in the dialog with the selection in the scene. You can access it in the Edit menu or by selecting an object and right-clicking. The Select Similar tool selects objects that are of the same base object type and are on the same layer.

Using Select Similar can be particularly useful when importing or referencing geometry from CAD software. Often, geometry will be imported as a series of faces on a layer. By selecting one face and then using Select Similar, all faces on the layer with the same material will be selected. Select Similar in the Quad menu. When you choose one of the items in the list e. Lights , all other object types are unavailable for selection and you can select only lights.

Selection Filter List. The crossing region selects everything that touches the region as well as what is completely contained within the region. The window region selects only objects completely inside the selection window. Window mode selects only objects completely contained within the selection rectangle. Selection Region Flyout.

Clockwise from the upper-left corner: Rectangular, Circular, Fence, Paint, and Lasso selection regions. In this scene are several objects representing tires. Chapter 01 Getting Started 4 Make a region selection around the tires on the tire rack. The selected objects will have a bounding box surrounding them.

Note that all objects in the list that start with the word Tire are selected. The Scene Explorer selects all these objects in the scene. Lesson 04 Selecting Objects 91 Lesson 05 Transforms Introduction In this lesson, you will learn about transforming objects. There are three basic transforms: move, rotate, and scale. In addition, there are more advanced transforms that are essentially derived from the basic transforms but can make certain operations easier to accomplish.

Move Move lets you position an object anywhere in a scene. Move is useful when modeling and animating. You can move objects in the viewport using the Transform gizmo or the Transform Type-In. The gizmo allows you to restrict movement of the object by dragging an axis or a plane in the gizmo. In this example, movement is restricted to the X-axis. If you drag one of the rectangles in the gizmo, you restrict motion to a plane. In this example, the XY-plane was chosen, so the object cannot move in the Z-direction.

The Transform Type-In shows you the XYZ coordinates of the pivot point in the Absolute World group of the dialog and allows you to adjust the position in this absolute format. The results you obtain depend greatly on the location of the point you rotate about and the axis of rotation.

By default, the pivot point is used as the rotation center. The XYZ-axis rotation restrictions are represented by the red, green, and blue circles. For example, if you click the red circle and drag, the object rotates about the X-axis. Or you can place the cursor anywhere inside the gizmo but not on one of the concentric circles. In the illustration, the Z-dimension of the cylinder has been scaled while X and Y have not changed.

You can use the gizmo to scale along one axis, on two axes, and uniformly. When you drag one axis of the gizmo, the object is scaled along that axis. When you drag the plane between two axes, the object is scaled in that plane. In the illustration, the XZ-plane was clicked with the result that scaling occurs on the X and Z axes. By default, scaling uses the pivot point of the object. Alternatively, you can use the selection center and the transform coordinate center. Coordinate Systems Nine coordinate systems are available in 3ds Max Design.

You can change the current coordinate system using the Reference Coordinate System list on the main toolbar. The XY plane is the ground plane and the Z axis is perpendicular to this plane.

Coordinate System does not change, and is practical in that respect since you always know the orientation of the space around you. In the illustrations, the Move Transform gizmo shows the orientation of the coordinate system. View The View coordinate system is the default coordinate system used in the 3D scene. This coordinate system adapts to the active viewport to keep the XY plane perpendicular to that viewport.

This applies to isometric 2D views only. Note the orientation of the Move transform gizmo in the illustrations. The orientation of the gizmo changes when switching between the Perspective and Left viewports.

The Local coordinate system orients itself to the object. In this case, the Z-axis of the coordinate system points along the height of the cylinder while the XY plane lies on the base. Once you choose Pick and then pick the object, the selection center must be set to Use Transform Coordinate Center. Once you use the Pick reference system, the selected object will appear in the reference list In the illustration, the pivot point of the Table object is used as the center of rotation when clones of the chair are created with the rotation transform tool.

The Working Pivot can be moved and rotated to an appropriate position and orientation and then used to transform other objects. Each type of snap has a toggle on the Main toolbar. A left-click enables or disables the snap; a right-click brings you to a dialog where you can establish the settings for the snap.

The four snaps are listed in order from left to right. This dialog provides access to Grid settings and Snap settings. The Grid Points option is enabled by default. Grid and Snap can also be toggled with the S keyboard shortcut. If Grid Points snapping is on when you create a box, each point of the base lands on a grid intersection, and the height is restricted to the grid spacing.

Angle Snap restricts the rotation of an object to a predetermined angle increment. The default setting of 5. To turn on Angle Snap, click the Angle Snap Toggle and the button turns yellow, indicating the mode is active. You can also use the A keyboard shortcut. Percent Snap is less commonly used and works in much the same fashion as Angle Snap. The Percent Snap Toggle activates the mode and right-clicking the button brings you to the same dialog as Angle Snap.

You can access the Align tool from the Align button on the main toolbar. You can apply this setting separately to the current and target objects on any combination of axes. A simple application of Align is where the pivot points are aligned.

Simply perform one operation at a time and select Apply. In this example, on the X axis, the pivot points are aligned; on the Y axis the maximum positions of the objects are aligned, and on the Z axis, the minimum of the source object is aligned with the maximum of the target object.

Note that Align Orientation does not displace the object in space. The Mirror tool can be found in the Tools menu and on the Main toolbar. In more complex applications, you can use it to create multiple copies when you rotate and scale objects. The objects can be separated based on distance or number of copies along the spline. This is greatly facilitated by using the coordinate system of the ramp.

Click OK. The organization tools allow you to easily operate or control the display on multiple objects. These organization tools will be especially useful as your scenes become more complex.

In this section you will see three such tools, Selection Sets, Groups, and Layers. Selection Sets Using Selection Sets is the easiest way to organize a scene. Selection sets can be created by entering a name in the Named Selection Sets drop-down list on the main toolbar.

You can then use the list to choose each selection set. In addition, this dialog lets you edit a selection set by adding and removing objects. Another method at your disposal is Groups. You might be able to see when these two are appropriate for given situations by looking at their relative advantages and disadvantages. There is nothing tying the objects together. Objects within a closed group behave as if they are one object.

Twenty objects grouped together will be represented as one entry in the Select From Scene dialog. Ungrouping will lose the animation of the group itself, leaving only the animation of the individual objects. The Name you enter in the Group dialog will then appear in the Select From Scene dialog, replacing all the individual objects in the group with a single entry.

You can select these members in the viewport or through the Select From Scene dialog. As groups tend to be closed most of the time, you can save some time by not renaming all of the member objects in the group.

The objects you create have common properties including color, renderability, and display. An object can assume these properties from the layer on which you create it. Using layers makes it easier to manage the information in your scenes. Accessing the Layers toolbar Although layers can be used in any situation to organize a scene, they are often more popular with users coming from a CAD background.

Layer States When you import or link. A single click on the icon toggles between the two modes. One easy way to create a new layer and assign existing objects to it is to select those objects in the scene and then use the Create New Layer icon on the Layer toolbar.

You can also use the Layer Manager to create new layers, set a current layer, rename layers, or move objects from one layer to another.

You can use it to set the current layer active, change the visibility status of a layer, and create new layers in the scene. If you need to control an object independently of its layer you can do this in the Object Properties dialog.

Attaching Objects Another strategy for organizing objects is to attach objects together into one object. When you attach objects, they lose their independence and become part of a single object. Unlike groups, which can be opened for temporary editing, attached objects must be detached to become independent again.

Hiding or Freezing Objects in a Scene One of the reasons you organize scene objects is so that you can easily manipulate the visibility and editable status of the objects. Hiding objects will remove the objects completely from the display. Freezing objects prevents them from being selected as part of a potential selection set. When you need to hide or freeze objects in a scene, there are three main methods to accomplish this: by selection, by layer, and by category.

This is similar to using the Select From Scene dialog. You can access many of the operations listed above in the quad menu. An object can be hidden on a layer that is visible. Object categories can be hidden in the Hide Category rollout in the Display tab of the Command Panel. This is most useful when you wish to clear your display of any objects other than the objects of interest.

Once you exit Isolation mode by clicking on the warning dialog, your scene returns to the same state as when you entered Isolation mode. The Water Towerr is selected once again. The selection set you created appears in the Named Selection Sets dialog, as well as in the drop-down list.

Most of the objects in the selection region will be selected except for the island base and the left side of the light pole. Clicking the plus sign adjacent to the selection set name reveals all the objects in the selection set. This allows you to edit the contents of the set.

The Select Objects Dialog appears. Then click the Select button. All objects whose name starts with gdd are selected. All the garage door panels are now selected. The objects that were used to create the group no longer appear in the Select From Scene dialog. The entire garage door is selected. Note: An open group displays a pink bounding box around the group in the viewport.

You may need to switch the viewport display mode to wireframe to see this. You can now modify individual objects inside the group. This moves the garage door panel down in the Z direction only. Chapter 01 Getting Started 21 Locate the gd05 object. Notice how it is not part of the Garage Doorr group anymore. Selecting a folder and clicking the OK button make that folder the current Project folder.

You select the Project folder button on the Quick Access toolbar, select the Project folder you wish to switch to, and then click OK in the Browse for Folder dialog. Your default folders are then switched to the new Project folder. Regardless of whether you are designing buildings, or mechanical parts or laying out a golf course, you will typically model at least some of your design.

There are many methods to create 3D geometry; the most important and essential methods are covered in the lessons that follow.

Shapes can be made 3D, as vertex points can be distributed anywhere in space. A shape can contain multiple splines.

Splines can contain one or multiple segments. This means that they can be adjusted through built-in parameters such as numerical inputs, check boxes, or radio buttons to change their appearance.

A default six point star object can be changed to three points and have a radius at its corners rather than sharp edges. A shape must be converted to an editable spline. One way of doing this is through the right-click quad menu.

A shape or editable spline has the ability to become renderable through a parameter in the rendering rollout. Shape curves such as the Line tool and other Shape tools are Bezier curves, which are a special case of B-splines. These objects can range from a simple primitive like a sphere or cylinder to a complex foliage object found in the AEC extended rollout. A parametric object can be converted into a base object type in the same fashion that a shape is converted into an Editable Spline.

One way of proceeding is though the right click quad menu. The following is a list of the geometry types available in 3ds Max Design. Note the multiple-sided polygon. One of the unique elements in a Bezier Patch object is the handle present at each vertex of a patch. Join the discussion. Can’t find what you’re looking for?

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