1 介紹和項目概述(1 Introduction and Project Overview)
2 打破了接口(2 Breaking down the interface)
3 修改工作區(qū)(3 Modifying the workspace)
4 視區(qū)導航(4 Viewport navigation)
5 視口渲染模式(5 Viewport render modes)
6 選擇對象(6 Selecting objects)
7 創(chuàng)建對象(7 Creating objects)
8 分組和養(yǎng)育子女(8 Grouping and Parenting)
9 子對象模式(9 Subobject modes)
10 3ds 最大文件管理(10 3ds Max file management)
11 建模概述(11 Modeling Overview)
12 設置參考圖像(12 Setting up reference images)
13 建模的船體(13 Modeling the hull)
14 建模的尾巴(14 Modeling the tail)
15 建模尾鰭(15 Modeling the tail fins)
16 建模的擋泥板(16 Modeling the fenders)
17 建模噴氣機(17 Modeling the jets)
18 建模船體頂部(18 Modeling the hull top)
19 建模的轉(zhuǎn)子(19 Modeling the rotors)
20 建模為轉(zhuǎn)子穩(wěn)定劑(20 Modeling the stabilizers for the rotors)
21 風扇葉片組合建模(21 Modeling the fan blade assembly)
22 組裝的轉(zhuǎn)子部件(22 Assembling the rotor parts)
23 建模后起落架(23 Modeling the rear landing gear)
24 建模前起落架(24 Modeling the front landing gear)
25 添加船體詳細信息(25 Adding the hull details)
26 建模的炮塔(26 Modeling the gun turret)
27 利用對稱性和鏡子(27 Using symmetry and mirror)
28 建模任何最后的細節(jié)(28 Modeling any final details)
29 使用平滑技術(29 Using smoothing techniques)
30 材料概述(30 Material Overview)
31 將材料添加到特定的多邊形(31 Adding materials to specific polygons)
32 使用程序紋理(32 Using procedural textures)
33 嵌套程序紋理(33 Nesting procedural textures)
34 UV 基礎知識(34 UV Basics)
35 凹凸地圖基礎知識(35 Bump map basics)
36 創(chuàng)建復雜的 UV(36 Creating a complex UV)
37 管理對稱 U Vs(37 Managing symmetrical UVs)
38 出口 U Vs(38 Exporting UVs)
39 索具概述(39 Rigging Overview)
40 清理資產(chǎn)使用組和圖層(40 Cleaning up the asset working with groups and layers)
41 修改中的支點3DS Max(41 Modifying pivots in 3ds Max)
42 建筑控制對象(42 Building control objects)
43 創(chuàng)建自定義參數(shù)(43 Creating custom parameters)
44 布線參數(shù)(44 Wiring parameters)
45 使用表達式(45 Working with expressions)
46 控制參數(shù)3ds Max 反應經(jīng)理(46 Controlling parameters with 3ds Maxs Reaction Manager)
47 索具飛艇前起落架(47 Rigging the airships front landing gear)
48 創(chuàng)建骨骼系統(tǒng)(48 Creating bone systems)
49 理解逆運動學(49 Understanding inverse kinematics)
50 包絡幾何(50 Enveloping geometry)
51 使你的鉆機動畫師友好(51 Making your rigs animator-friendly)
52 動畫概述(52 Animation Overview)
53 創(chuàng)建和編輯關鍵幀跟蹤條上(53 Creating and editing keyframes on the TrackBar)
54 管理中的曲線編輯器循環(huán)動畫的關鍵幀(54 Managing keyframes in the Curve Editor cycling animations)
55 路徑動畫(55 Path animation)
56 模擬與填充的人群(56 Simulating crowds with Populate)
57 在飛行序列上啟動(57 Starting on the flight sequence)
58 最后確定阻塞通飛艇(58 Finalizing the airships blocking pass)
59 完成飛艇身體的運動(59 Completing the movements of the airships body)
60 加強我們與次要操作的動畫(60 Enhancing our animation with Secondary Action)
61 總結我們在飛船上的工作(61 Wrapping up our work on the airship)
62 添加一個鏡頭的相機(62 Adding a shot camera)
63 完成創(chuàng)建實時預覽在我們射擊3ds 馬(63 Completing our shot creating real-time previews in 3ds Ma)
64 動力學概述(64 Dynamics Overview)
65 創(chuàng)建粒子3DS Max(65 Creating particles in 3ds Max)
66 微調(diào)粒子行為(66 Fine-tuning particle behavior)
67 創(chuàng)建粒子碰撞(67 Creating particle collisions)
68 基本微粒底紋(68 Basic particle shading)
69 最后確定粒子底紋(69 Finalizing particle shading)
70 呈現(xiàn)概述(70 Rendering Overview)
71 概述3ds Max 光源類型(71 Overview of 3ds Max light types)
72 基本屬性3ds 最大燈(72 Basic attributes of 3ds Max lights)
73 使用陰影(73 Working with shadows)
74 基于圖像的照明3DS Max(74 Image-based lighting in 3ds Max)
75 調(diào)整為呈現(xiàn)控件3ds Max 對象(75 Adjusting the Rendering Controls for 3ds Max objects)
76 心理的光線的材料,在渲染3DS Max(76 Rendering with mental ray materials in 3ds Max)
77 創(chuàng)建自定義的材料庫中3DS Max(77 Creating custom material libraries in 3ds Max)
78 渲染最終序列從3DS Max(78 Rendering the final sequence from 3ds Max)
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