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Sunday, September 27, 2009
Review: Autodesk 3ds Max 101
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  • Core Members 
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  • John 
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  • Product Review, Training 

by John Swanson

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Product Title: "Autodesk 3ds Max 101"
Training Author: Eric Maslowski
Level: Beginner/Intermediate
Overall Running Time: over 20 hours + over 1 hour extra material on Max 2010
(available through download only)
Prices: DVD + Download $64.95, Download Only $59.95
Site: Eat3D.com

From site:
Eric Maslowski has worked in the realm of CG for well over a decade. Jumping between the many seemingly disparate fields of virtual reality, architectural and medical visualization, game development and film special effects; he has found his way to becoming one of a few globally recognized Autodesk Certified Instructors for 3D Studio Max and a rare holder of certification for the latest version of Max. In 2007 he was nominated as a 3D Studio Max "Master" by the CG community

Eric currently spends his time training industry leaders (Universal Studios, Barton Malow, etc.), creating custom visuals for products and films, or developing Virtual Reality applications at the University of Michigan


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Say you just picked up your first copy of 3ds Max and you can’t wait to be productive with it. You’ve never used a 3D program and you’re ready to learn. Where do you start? One place may be the “Autodesk 3ds Max 101” from Eat3D.com. I can tell you right now that would be a good choice. I feel the wide range of the getting started topics presented here in this two disc set will give the beginning a student a good foundation to build on.

Autodesk Certified Instructor Eric Maslowski’s presentation style is clear and to the point. He get’s the ideas across to you in a way that’s easy to follow. I think you’ll walk away with a good understanding of how Max is put together and functions. The sections, as well as the subjects within those sections, are well ordered. Each section seems to logically build on the previous section. I think this order works well.

I like the way he covers the features in the program. Right from the beginning you are aware that you will be dealing with basically one scene. It’s a nighttime street scene populated with enough interesting geometry to keep our interest high. The choice of this street environment gives Eric ample opportunity to show the in and outs of Max when used in the construction of a good sized project. This is by no means a huge scene but it is big enough so that the introduction to the use of Xrefs is not so far fetched. So in what might be thought of as a elementary intro to Max we end up seeing some pretty advanced features as we learn the rudiments. Even when he feels it’s necessary to use other geometry, like an army of angry squirrels to illustrate the array tool, he always returns us to the street scene to show how the tool might be used to enhance that project.

In Section one we get information about the layout of the user interface for Max. We are being shown Max 2009 here. As a bonus you can download over one hour of extra material on 3ds Max 2010 covering features like containers, scene explorer, the UI, viewports , and more. Again – this is a downloadable update only – and is not part of the DVD. The vast majority of this info on Max 2009 still holds true, for instance you will learn about the new view cube as well as the steering wheel. By the way, if you’re like me and would rather not use or even see the view cube Eric shows you how to disable it. After learning about it in this section you won’t see it again for the remainder of the training.

In Sections two we really start learning how to get things done, The way the topics are presented are, at least to me, unique. For instance in the subject of transforms we are asked to open a scene file with is essentially a little game. Not really a game but we are challenged to move geometry in such a way as to line it up with other geometry in the scene. Eric shows us by example how to move, rotate and scale an object at the same time reminding us how to gauge where we are in 3D space. The result is that you are absorbing a wealth of tips while learning all about transforms. Another example of this is found in the subject of pivots, where you not only get a great understanding of pivots but you get the feel of the use of hierarchies. This overlapping of related disciplines is typical throughout this training and I give Eric high marks for this.

Section three has some of the strongest , well presented information on primitives, grids, snap, modifiers, and booleans that I’ve come across in a while. In just over 20 minutes the subject of modifiers is thoroughly demonstrated in an interesting way. He gave me some ideas that will work their way into how I model in the future.

I can go on and cover each remaining Section on this disc and tell you my opinion of them. In the interest of saving time let me just say this – I think he covers these subjects very well.

Briefly Section 4 does a good job introducing the Render Setup dialogue box and the use of cameras with many helpful tips. Section 5 tackles Scene Management a very important topic if you want to work efficiently, and who doesn’t. Some of the processes in 3D take enough time away from our productivity. Anything we can do to speed things up is a plus. Section 6 takes us into the world of materials in Max and offers a good look at the UVW mapping modifier. His explanation and suggestions for the use of real world mapping coordinates is an important topic to understand and the way it’s covered here is well done. In Section 7 we model a gate that is used as a prop in the final street scene. After some solid explanations on the extrude, bevel, and lathing processes you are taken through the modeling process most of the way. I personally prefer to see the complete modeling process from start to finish without a cut away to the finished piece. But in this case you should have no trouble finishing up on your own. Eric “paints with light” in the last section of this disc. Lights types and shadows are explained in a way that should increase your understanding of this all to often neglected aspect of 3D.

You get the idea that I feel these training DVDs are a good value for your money. As mentioned before, this is a two disc training product. The second disc, not only continues building on the night time street scene, but it is every bit as effective in teaching worthwhile 3D skills in Max as is the first disc.

In a nutshell, one of the first topics covered is box modeling. We model a news box to be used as yet another prop in our scene. Just for fun, and in the interest of doing a thorough review, I followed along and had no trouble getting through the lesson. See fig. 1 for my results. Although some of the edges were chamfered during this process, I wished he chamfered all the visible edges on the model You may say “But it won’t be seen at the distances involved” True, but later in the course Eric puts a ton of detail in the folds of a blanket in the same scene. If he can have his detail I want mine. I did notice later on when we do a clean up of the model more edges are chamfered.



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fig.1

Then we are shown the MentalRay materials as well as how to paint our own textures in Photoshop. We are shown a simple example that the student can build on. He also shows us the anatomy of the main texture used on the news box model. He describes how the layers are constructed to get the final map. Next we are shown how to model and texture an entire store front using the techniques we have been exposed to so far. Tucked into this lesson is information about reference materials, what makes good reference and how to set them up to use them in Max.

Animation, both keyframe and procedural, is up next. Some very good stuff here. The last thing I expected in this urban scene was to see a falcon flying through. But it does give Eric a chance to show us the rigging and skinning of a type of character that we don’t get that often in 3D training material. Instead of the usual human - we get to rig, skin, and animate a bird – very cool I think.



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We also animate a car going through the scene. He shows the viewer one way that this motion might be accomplished and later explains the pros and cons of rendering to frames rather than make an AVI. Info that is given as it comes up is a good way to introduce the many tools and techniques in Max. I also like the way Eric does not hesitate to scrap a rendering that is already in progress, when he spots something on screen that he wants to correct in order to get the animation he’s after.

When he shows us constraints and controllers there were a few inevitable problems that sometimes arise. This just gives him a chance to show the student how to troubleshoot anything that might go wrong when setting these things up. Later we use controllers to finish the animation of the falcon in the scene.

The clever use of the cloth system in Max allows us to quickly get good results in modeling a prop in the scene. Particle Flow and Hair in Max is given what I consider a very good introductory lessons. The Hair portion was not really used in the night time scene but Particle Flow was put to good use creating a very interesting rain effect in the scene. Appropriately Eric mentions that a Max render is often brought into programs like Photoshop. Just to give them that final tweak. So he shows us some of those techniques.

Throughout the video I would occasionally say to the screen ‘tell them this, or that’ about whatever he was covering. He never let me down – he always did. Of course it is impossible to cover everything in a program as deep as Max but I feel the instruction found here does a good job covering a broad amount of information

Another thing I want to mention is that there are lesson files supplied on the discs. Along with the many scene files and prop files there are folders with maps, images, and reference files. Which file to open is announced on screen in big letters so you can follow along.



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Finally I would like to comment on the interface. I like it. On the simply laid out master screen or gallery we have 8 columns headings with a related thumbnail picture above. Each column also contains a list of the subjects covered in that section. Pressing anywhere on that column takes us to a new screen with those topics. It’s too bad that a specific subject within a section can not be navigated to directly from the gallery screen, that would have been nice. But it’s no big deal since once you land on the section’s screen you can easily navigate to the beginning of any section you want.

All the standard video controls are located at the bottom. Access to each of that sections subjects are located in the middle with the current one highlighted. Back to the gallery button is on the left and full screen mode is on the right. Plus and minus buttons can be used for switching subjects. Hovering your cursor above the main video screen brings up a hidden video progress timeline that can be conveniently scrubbed to go forward and backwards, pause and play buttons and a volume control are also located here. All in all a handsome, easy to use interface.

I have no problem recommending this training product to anyone who wants to get familiar with Max. It’s impossible to cover every feature in Max in one product but in ‘Autodesk 3ds Max 101’ with Eric Maslowski at the helm we get a great grounding as well as a look at some of the more advanced features in this program.

Here is a breakdown on the two discs and their sections.

Disc One

Section 1
Around the World
Introduction
The View Cube
Traditional Navigation
Viewport Configuration
Steering Wheel

Section 2
Selections
Transforms
Pivots

Section 3
Geometry Theory
Primitives
Grids and Snaps
Modifiers
Booleans

Section 4
Intro to Rendering
Rendering
Cameras

Section 5
Layers
Saving
Merging
Xref Preperations
Xref
Cloning
Wrapping up

Section 6
Materials
Mapping
UV Coordinates
Real World Coordinates
Wrapping Up

Section 7
Extrude and Bevel
Lathe Profile
Gate Modeling
Spline Coordinates
Lofting
Sidewalk Modeling

Section 8
Light Types
Photometric Lights
Shadows
Painting with Lights
Wrapping Up
Conclusion


Disc Two

Section 1
Selecting
Modeling Intro
Chamfer
Modeling a Newsbox

Section 2
MentaRay Intro
MentaRay Daylight
MentaRay Materials
Newsbox Materials
AO Intro
Newsbox AO
Newsbox cleanup
Newspapers

Section 3
Store Reference
Sweep Intro
Store Sweep
Store Vents
Store Materials
Color Correction
Store Cleanup
Store Daylight

Section 4
UV Unwrap Intro

Section 5
Animation Intro
Animation UI
Animation Keyframes
Animation Curves
Animation Recap
Animation Lexus

Section 6
Rigging Intro
Rigging Examples
Rig Creation
Rigging the Falcon
Skinning Intro
Skinning the Falcon
Skinning with

Section 7
Intro to Constaints
Falcon Animation Path
Falcon Animation Preview
Falcon Cleanup
Intro to Controllers
Using a Camera

Section 8
Intro to Cloth
Creating a Blanket
Backgound Images
Intro to Particles
Using Particle Flow
Creating Rain
Intro to Hair
Post Production

The following is from the website:

--- official description ---

In this demonstration the instructor dives into the wonderful world of computer graphics by walking the viewer through the many fundamental concepts and techniques necessary to create a successful project. He starts off with an around the world tour of the 3D Studio Max interface stopping at key areas to discuss proper viewport navigation, selecting objects, moving objects around your scene and combining basic shapes to flesh out an idea.

Once the foundation is in place, the instructor takes the viewer through a wide range of techniques for modeling, texturing, lighting, and animating their creations to complete a city scene. The pros and cons of each method are discussed in detail and the viewer is given the context necessary to take the core techniques and apply them successfully to whatever their end goal or respective industry may be.

This DVD has over 20 hours of training and can be considered the ultimate guide for those new to 3D Studio Max or those wanting to round out their skill set for any market.

Project Planning and Organization

Getting Around in 3D Studio Max: UI, Viewport Navigation, Selections, Transforms and Alignment

In Depth Look at Polygon Modeling Techniques to Create a Variety of Objects

Quick Modeling Examples Using Box Modeling, Booleans, Lofting, Spline Modeling, and even Cloth Simulations

. Modeling Objects from Reference and What Makes Good Reference
Creating Convincing Metal/Water/Glass/etc. using Standard Materials or Mental Ray Shaders

Adding Believability Through Proper Use of Textures and Precisely Placing Them on Your Objects

Various Lighting Techniques are Explored Including Painting with Light and Daylight Systems


Basic Rigging and Animating of a Falcon

Procedural Animation Including Path Constraints, Noise Controllers, and LookAt Operators

Introduction to Particle Systems including Max's powerful Particle Flow system

Brief Description of Dynamic Hair and Styling

Scene Optimization and Organization Through Use of Proxy Objects and XRefs

And much more…

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