Getting Started in 3Ds Max
3Ds Max interface logic. Navigation
Setting up and optimizing the program
Projection windows. Display modes
Basic geometry (cube, ball, etc.)
Move. Rotation. Scale
Absolute and relative coordinates
Grouping. Freeze. Visibility
Alignment. Mirroring. array
Bindings: object, step
Keyboard shortcuts for faster work
Practice. Interior made of simple geometry
Interior modeling with splines
Splines. Types. Appointment. Structure
Spline editing. Sublevels
Compound splines. Boolean operations
Curvilinear Bezier Geometry
Spline smoothing. Thickness
Practice: wire geometry (forging, wire, cables, cords, pipes)
Practice: lifting walls with splines
Volumetric bodies from splines
Overview of spline modifiers
Volumetric bodies by rotation methods
Volumetric bodies by extrusion
Volumetric bodies by lofting
Practice: plinth by lofting
Practice: a window frame with a complex profile
Practice: baluster by rotation method
Practice: units of cabinet furniture and its elements (table top, doors, legs, etc.)
Fundamentals of Polygonal Modeling
Polygon structure. Sublevels
Commands Bevel, Insert, Bridge, extrude, etc.
Edge Drawing: Cut Drawing
Cut plane faceting
Soft Selection Smoothing
Iterative polygon smoothing
Freeform Sculpting Tools
Practice: defining the structure of the finished model for transformation
Practice: editing finished models at the polygonal level
Practice: wardrobe modeling
Modeling with modifiers
Compound objects
ProBoolean. Scatter. conform. shape merge
Free deformation modifiers
Effect modifiers (noise, wave, etc.)
Smoothing with the Turbo Smooth modifier
Practice. principles of modeling upholstered furniture
Practice: parquet with the Floor Generator plugin
Lighting in Corona
Overview of Corona Lights
Key light source settings
Natural and artificial lighting
Source "Sun" Corona Sun
Source IES. Professional Format
Standard light with Corona
Practice: background outside the window from a photo
Practice: setting up a camera
Practice: natural light (morning, afternoon)
Practice: artificial light (lamps)
Practice: lighting (halogen, neon, spotlights)
Practice: combined lighting
Materials Science Corona
Slate Material Editor Interface Logic
Corona material types
Reflections. Glare. Fresnel effect
Refraction. Transparency of materials
The value of the IOR coefficient
Principles of photorealism of materials
Libraries of finished materials
Practice: material plastic, films, PVC
Practice: chrome, copper, gold, silver
Practice: glass (clear, colored)
Practice: Loading the Material Library
Texturing. Textured materials
Texture cards and card slots
Types of Texture Map Nests
Material Shader Transfer
Multitexture and CrazyBump plugins
Texturing with Multi-Sub Object
UVW Map Texture Modifier
Practice: lacquered wood
Practice: brushed wood
Practice: realistic parquet
Practice: textured plaster
Practice: leather texture for furniture
Practice: fabrics (cotton, velvet, silk)
Frame rendering in Corona
The principle of rendering (rendering) a frame
Key Corona Settings
Rough and fine render settings
Elimination of glare and pixelation
Solving the problem of "departure" rendering
batch render. Rendering Multiple Frames
Rendering in CoronaExr. Render to file
Practice: Finishing Frame Rendering
Protection of the final design project
Finalization of drawings, visualizations
Placement of visualizations in the album
Saving results in PDF format
Presentation and defense of the project
Presentation of course certificates