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Learning Autodesk 3ds Max 2013

Learning Autodesk 3ds Max 2013

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  • Copyright 2014
  • Edition: 1st
  • Downloadable Video
  • ISBN-10: 0-13-359885-3
  • ISBN-13: 978-0-13-359885-8

In this computer based training course on 3ds Max 2013, expert trainer Steve Nelle introduces you to this modeling, animation and rendering package from Autodesk. Designed for the beginner, you do not have to have any prior experience using 3ds Max to get the most out of this video tutorial.

Starting with a tour of the interface, Steve shows you where the tools you are going to use are located, and how to activate them. The core of 3ds Max is interacting with objects; you will learn to name them, move them, rotate them, extrude them, and work with them in your models. You will learn about materials and mapping, lighting, and how to operate cameras within 3ds Max. Finally, Steve teaches you to animate, render and add special F/X to your models.

Using projects, you will learn by applying techniques directly to models you will work with throughout the training course. By the completion of this software tutorial, you will be fully capable of creating, animating and rendering your own 3d models. Extensive working files are included to allow you to work alongside the author as he teaches you to use Autodesk 3ds Max 2013.
Total Time: 18.5 hours

Sample Content

Table of Contents

01. Introduction
    0101 Welcome
    0102 An Overview On 3ds Max
    0103 Configuring 3ds Max For This Title
    0104 About The Working Files
02. Getting Started
    0201 The Production Process
    0202 Traditional Art Concepts And Principles
    0203 Using Reference Material
    0204 Understanding 3D Space
    0205 Improve Your Production Workflow
    0206 The Help System
03. Interface Essentials
    0301 The Interface
    0302 Navigating The Viewports
    0303 Setting Up How Things Are Measured
    0304 Customizing The User Interface To Fit Your Work Style
    0305 Useful Right Click Mouse Commands
04. Working With Files
    0401 Starting From Scratch - The New And Reset Commands
    0402 Opening, Importing And Merging Files
    0403 Saving And Exporting Files
    0404 Using Hold And Fetch
    0405 The Summary Info And Object Properties
05. Working With Objects
    0501 Selection Techniques
    0502 Naming Objects
    0503 Transformation Gizmo
    0504 Moving Objects
    0505 Rotating Objects
    0506 Scaling Objects
    0507 Coordinate Systems
    0508 Introduction to Pivot Points
    0509 Hiding and Freezing Object
    0510 Cloning
    0511 Grouping Objects
06. Creating Off The Shelf Geometry
    0601 Creating Standard 3D Primitives - Part 1
    0602 Creating Standard 3D Primitives - Part 2
    0603 Creating Extended Primitive Objects
    0604 Important Considerations When Drawing Lines
    0605 Creating 2D Shapes
    0606 Nesting Creating 2D Shapes
    0607 Creating Architectural Objects - Part 1
    0608 Creating Architectural Objects - Part 2
    0609 Using Grids When Modeling
    0610 Creating A Pencil Using Primitives
07. Specific Modeling Techniques
    0701 Extruding Objects
    0702 Lathing Objects
    0703 Lofting Objects
    0704 Boolean and ProBoolean Commands
    0705 Box Modeling Techniques - Part 1
    0706 Box Modeling Techniques - Part 2
    0707 Project: Create Telescope - Part 1
    0708 Project: Create Telescope - Part 2
    0709 Paint Deformation
    0710 Surface Normals
08. Project: Constructing A Room Using Multiple Modeling Techniques
    0801 Creating The Bowling Pin And Ball
    0802 Creating The Alley And Gutters
    0803 Creating The Floor And Back Wall
    0804 Creating The Alley Backboard
    0805 Creating The Scoreboard
    0806 Creating The Ball Return
09. Working at the Sub Object Level
    0901 Sub Object Types
    0902 Sub Object Selection
    0903 Adding A Modifier Vs. Converting Down To Edit
    0904 Moving, Rotating, And Scaling At The Sub Object Level
    0905 2D Sub Object Modeling Commands
    0906 3D Sub Object Modeling Commands - Part 1
    0907 3D Sub Object Modeling Commands - Part 2
    0908 Ignore Backfacing
    0909 Using Soft Selection
10. Working With Modifiers
    1001 Using The Modifier Stack
    1002 Things To Know About The Stack
    1003 Importance Of Modifier Order
    1004 Applying Modifiers In The Middle Of The Stack
    1005 How To Collapse The Modifier Stack
    1006 Copying And Pasting Modifiers
    1007 Freeform Deformation Modifiers
    1008 Flex Modifier
    1009 Hair And Fur Modifier
    1010 The Noise Modifier
    1011 Modifiers That Add And Reduce Geometry
    1012 Adding Modifiers At The Sub Object Level
11. Materials And Mapping
    1101 Building Materials - It Is More Than Just A Color!
    1102 Slate Vs. Compact Material Editor
    1103 The Material Editor Interface
    1104 Controlling Main Body Color
    1105 Adding And Controlling Shine
    1106 Adjusting Transparency
    1107 Using Self Illumination
    1108 Applying Materials
    1109 Retrieving A Material From A Scene
    1110 Designing A Complex Material
    1111 Bump Maps
    1112 Opacity Maps
    1113 Reflection Maps
    1114 Editing A Materials Maps
    1115 Building A Multi/Sub Object Material
    1116 Mapping Coordinates - Part 1
    1117 Mapping Coordinates - Part 2
    1118 Sub Object Mapping
    1119 Using Photoshop To Edit Maps
    1120 Adding Materials To The Bowling Alley - Part 1
    1121 Adding Materials To The Bowling Alley - Part 2
12. Lighting
    1201 Comparing Real World And CG Lights
    1202 Light Types In 3ds Max
    1203 Omni Lights
    1204 Spot Lights
    1205 Shadow Maps
    1206 Using Raytrace And Area Shadows
    1207 Adjusting How Far A Light Shines
    1208 Excluding Scene Objects From Light And Shadows
    1209 Using A Projector Map In A Light
    1210 Adding Volume Light
    1211 The Light Lister
    1212 Alley Lighting
13. Cameras
    1301 Comparing Real Real And CG Cameras
    1302 Camera Types In 3ds Max
    1303 Camera Viewport Navigation Controls
    1304 Changing A Cameras Lens Length
    1305 Using Depth Of Field To Control Focus
    1306 Applying Motion Blur
    1307 Adjusting A Cameras Clipping Planes
    1308 Using A Cameras Safe Frame Feature
    1309 Putting A Camera On A Path
    1310 Having A Camera Travel Thru A Tunnel
    1311 Locking A Camera Onto An Object
14. Animation
    1401 Principles Of Animation
    1402 Understanding The CG Animation Process
    1403 3ds Max Animation Controls
    1404 Using Auto Key To Animate
    1405 Using Set Key To Animate
    1406 Moving Keyframes
    1407 Copying Keyframes
    1408 Deleting Keyframes
    1409 Using The Dope Sheet
    1410 Using The Curve Editor
    1411 Linking And Unlinking Objects
    1412 Animating An Object Following A Path
    1413 Using The Path Deform Modifier For Path Animation
    1414 Alley Animation - Part 1
    1415 Alley Animation - Part 2
15. Rendering
    1501 Rendering Techniques
    1502 Using Active Shade To Get Quick Render Updates
    1503 Creating Previews Of An Animated Sequence
    1504 Using The RAM Player
    1505 Saving A Rendered Image Or Animation
    1506 Loading Background Images For A Render
    1507 Using Mental Ray And iRay
16. Special F/X
    1601 Introduction To Particle Systems
    1602 Adjusting Particle System Parameters
    1603 Using The Wind Space Warp
    1604 Having Gravity Affect A Particle System
    1605 Deflecting Particles Using A Space Warp
    1606 Creating Steam Using Particles
17. Conclusion
    1701 About The Author
    1702 Thanks To


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