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Subscribe today — our flexible, affordable plans are designed to meet your needs. Many people unknowingly purchase nonvalid software. All rights reserved. I understand that the Reseller will be the party responsible for how this data will be used and managed. Genuine 3ds Max. Visual effects. Virtual reality. Get more with Genuine 3ds Max. Buy Genuine 3ds Max. Compare Learn more. Still have questions? Read our FAQs. It occurs when one or more of the following happen: Software is modified or hacked Keys or accounts are copied or sold Usage does not comply with the licensing terms of use Software is purchased from an unauthorized reseller.

Risk of the software functioning incorrectly or failing. Limited access to customer support, upgrades and technical documentation. Work smarter with Genuine 3ds Max. Get in touch with Autodesk. Company overview. Investor relations. Diversity and belonging. Autodesk Foundation. CH Unwrapper: Editor Window Then Chris explains how the main window allows us access to the UV vertices, edges and faces of the model being unwrapped.

CH Unwrapper: Editor Options A brief run-through of the user interface elements of the lower "Option" panel interface. CH Unwrapping Tutorial Introduction Chris explains what the goals are and the "game plan" for the following practical tutorial. And in the second half Dominic moves on to show how the new features of 3dsmax 8. This DVD is intended for advanced users and requires an understanding of the principles of UVs and a good working knowledge of the UV Unwrap tool featured in 3dsmax.

Chapter Setting Up The Model Dominic shows how the 3d model can be prepared for the unwrapping process and what tools are to be used. Chapter Unwrapping The Arms After this he unwraps the arms. Chapter New Features In Max 8.

Chapter Enhanced Relax Tool And then he shows us how the new relax tools in 8. Afterburn Masters 1 - Afterburn Fundamentals. Allan gives you an overview of the Raymarching technology behind the system and goes on to guide you through the user interface and a number of practical examples that demonstrate the myriad of uses Afterburn can be put too.

Later, he gives a valuable insight into optimisation techniques and the best tricks and approaches to Afterburn's use, that give you an insight into its use for special effects in Film, Television and Games special effects.

This DVD is aimed at the intermediate to advanced level 3dsmax Particle Flow user, that needs to get the most out of Afterburn. The DVD assumes that the user is well versed with Particle Flows operation, though it does not assume any prior experience with the Afterburn system itself. In this DVD Allan McKay takes you through the real world scenario of creating a huge fireball bursting down the passenger aisle of a commercial jet.

The tutorial covers such topics as tackling the creation of the various effect elements, including a Birth Script Operator to facilitate the fireball ripping chairs from their bases as it tears through the aircraft.

The tutorial then goes on to cover the creation of the various render elements needed for the final effect and culminates in Allan taking you through a test composite to produce a final film quality effects shot. This DVD is ideal for advanced users that are comfortable with Afterburn and Particle Flow and who want to take their skills to the next level. It is an exploration of a real world scenario and will give even advanced users a very valuable insight into a real world effects shot pipeline.

In this DVD Allan tackles a real world production scenario using a highly procedural workflow. He demonstrates how to use a combination of Particle Flow and Afterburn to form a flow that creates an air strike by a squadron of bomber jets. Each jet drops a bomb and this triggers a chain of events that leads to a number of effects that cascade from the original bomb release. A perfect example of how to push your Particle Flow and Afterburn based effects to a higher level and make your particles truly think for themselves!

It is an exploration of procedural methods using Particle Flow to achieve a complex real world production level effect. This is the first in a four DVD series that aims to teach the fundamentals of modelling in 3dsmax. In this first DVD you will learn how to effectively navigate and manipulate objects in 3D space.

Then the DVD moves on to teach you what polygons are and how they are fundamental to all modelling systems. Then we learn about Primitives and how we can change their form using Modifiers and Spacewarps. And finally we make a start on a series wide project to build a go-cart using the skills developed in this DVD. This DVD is aimed at a user who is new to 3dsmax and modelling. The DVD makes no assumptions about your 3D knowledge and aims to give you a ground up tuition in modelling.

Its topics are wide ranging and form a foundation for the DVDs that follow in this series. CH Efficient Scene Navigation We make a start by looking at how we can effectively navigate within 3dsmax's 3D workspace. CH What Are Polygons? Polygons are fundamental to all current modelling systems.

We find out what they are here and why they are so important. Here we expore these reference points and also the creation of Custom Grids. We find how Spacewarps and Modifiers are closely related but uniquely featured. CH Basic Primitive Usage Now we put what we have learnt so far to practical use, by modelling elements of a go-cart by using Primitives. Modelling Fundamentals 2 - Polygonal Mesh Modelling. This DVD continues our series on modelling fundamentals by exploring polygonal modelling.

You will be shown the key differences between the Edit Mesh and Edit Poly geometry types. We make a start with its sub elements. We take a brief look at these features here. Chapter Setting-Up The Go-Cart Frame Now we have a firm grasp of both mesh types, we move on and start preparation for modelling elements of our go-cart model using poly modelling techniques.

Chapter Continuing The Frame Chris shows us how to model the entire carts frame from a Primitive, using an E Poly centric workflow. Chapter Refining The Frame We then return the basic frame and refine it further in a number of areas using a variety of tools. Chapter Scene Organisation Techniques And we complete this DVD with a look at some methods you can use to better organise your modelling. Note: We'll return and enhance this go-cart model once again in DVDs 3 and 4 in this series.

Modelling Fundamentals 3 - Spline Based Tools. This DVD continues our look at the fundamentals of modelling in 3dsmax. How to edit and combine those Splines into more complex forms. How to use the Extrude, Lathe and Loft Tools to create complex custom surfaces. We continue our series spanning go-cart modelling project. And we conclude with a quick look at Splines use in animation. This DVD is aimed at a user who is new to modelling in 3dsmax.

Chapter Bezier Curves - Fundamentals 1 We continue with a look at the fundamental concepts behind their implementation in 3dsmax via Bezier Splines. We look at this issue here. Chris runs through how to edit Splines here and gives some tips and tricks. But now we learn how we can convert those curves into 3D forms. The first method we look at is the relatively simple, yet very useful Extrude Modifier. Chapter Go-Cart Modelling - Steering Column Now we have a grasp of the Spline based tools, we make a start on modelling some go-cart model elements using a combination of them.

Chapter Go-Cart Modelling - Steering Wheel We continue modelling by creating the carts steering wheel and other elements. Chapter Curves In Animation And we conclude with a brief look at how Splines can also be used for animation in a number of ways. In this DVD we conclude our modelling fundamental series by tackling the subject of sub-division surface modelling.

Chris will introduce you to the philosophy and technology behind sub-d surfaces, how to create them within 3dsmax and how to effectively model using them. We use those skills to model a number of elements on our go-cart model. We look at how we can optimize our sub-d workflow, and mix our techniques to more effectively model. And Chris concludes the DVD and series with an exploration of some best working practices and tips and tricks.

Here Chris explains. Chapter Controlling Curvature We now explore a key concept of Sub-Ds, in how you control the curvature of the surface via the proximity of it control points. Chapter How To Create We know what they are, and how to control their form. But how do we create these surfaces in the first place? Chapter The MeshSmooth Modifier We take an in-depth look here at how the most comprehensive smoothing system works.

We make a start here by modelling its running boards using Sub-Ds. Chapter Optimized Smoothing The smoothing inherent in the Sub-D surface can bog down viewport performance if not handled with care. Here Chris show how to optimize this area. Chapter Procedural Modelling Procedural modelling is a workflow that effects all of the areas covered in this series. Here Chris demonstrates what Proceduralism offers. In this DVD Dominic will take your through an advanced and structured approach to Sub-Division based creature modelling.

He lays the foundation with a well planned and analyzed set of concept sketches that allow him to plan his models form from the outset. From here he builds the model in three distinct stages, with each stage forming a solid foundation for the next. Finally he takes you through some adjustments steps that give his model that extra realism and to ensure it functions well within a production pipeline.

This DVD is ideal for intermediate and above modellers with a firm understanding of the principles of Sub-Division modelling. Its an invaluable learning resource for modellers working within any production discipline. CH Blocking The Basic Form Once the model is underway Dominic shows how to create the basic form of the model, a very important stage that lays the foundation for all that follows.

CH Primary Detailing Lower Body In the nexy stage Dominic starts to apply the first level of modelling to the lower part of the body. CH Final Touches Now that our model is almost complete, Dominic takes us through a number of procedures that he uses to both ensure its ease of use both others working within your team, and also to improve the models realism.

Advanced Modelling 2 - Technical Modelling 1. Chris will guide you through many aspects of a modelling project of this scale, including the importance of reference material, best practices, organisation techniques, creating your own simple MAXScripted tools, approaches for modelling many of the elements, and much more. This DVD is aimed at a user with a good working knowledge of spline and poly modelling, as both schools are combined on this DVD.

This is an ideal resource for anyone who may be involved in technical modelling or who wishes to move into the field. Chapter Defining Your Goals Just what is it that your model has to be used for, are there any special requirements? We look at these issues here. Chapter Reference Materials Reference material is key to a good technical model, we look at the reference types in this chapter. Chapter Modelling The Cab Then the drivers cab. Chapter Modelling The Chassis And then the chassis.

Chapter Modelling The Plough And then on to the Plough Pilot the element that fronts the train below the main boiler. Chris is an acknowledged master at rigging, both mechanical and creature based. In this chapter Chris rigs the Hudson J3a's pistons and other mechanisms so that the train can be animated with ease. Check in here again soon for more news on this exciting series. Animation Fundamentals 1 - The Core Principles. This DVD forms part one of a two part series that will introduce you to the fundamentals of animation in 3dsmax.

In this first DVD, Simon, our instructor, will focus on the core principles of animation. He will teach you about such topics as timing and spacing, mass and weight, overlapping action, anticipation, follow-through and much more. This DVD sets the foundation for this series, and in DVD2 our focus will move on to character animation principles and skills necessary to bring a fully believable animated character to life.

This DVD is aimed at a user that is comfortable in navigating in 3dsmax and who has an understanding of its core features and toolset. CH What Is Animation? Simon starts with an introduction to what animation is, the phenomena behind it, the basic structure of how we will tackle our animation and so on. CH TBB - Refining the Animation We wrap up this tutorial by taking another sweep over the animation, refining the balls bouncing motion.

At the close of this chapter, we have our first complete animation. Simon runs us through those differences here. CH Animating a Tentacle - Overlapping Action Now, using Forward Kinematics we animate a simple bone chain, and we offset each bones rotation in time to create the effect of overlapping action.

CH Floppy - Character and Animation Rig Now we have the principle of overlapping action under our belts, we will start a new pair of tutorials that will apply all we have learnt so far. And the character rig we will use to control him.

We lay down key poses for Floppy in our blocking stage of the animation. Here we are going to create a hop cycle. CH FJC - Refining and Finishing Off And once again we finish off our animation by running through it once more and refining elements of the motion here and there.

Starting on the ground, Floppy hops into the air, bounces, arcs into the air and lands. And when he lands and stops, he stops dead. So we start addressing these issues by adding a new principle here, Anticipation. Simon works out some issues here and there, and the result is our first full animation!!

Animation Fundamentals 2 - Adding Character. The second part of our Animation Fundamentals series will build on the core animation techniques Simon taught you in the previous tutorial. Here we look at the importance of analysing and understanding our characters before attempting to animate them. How good staging, contrasting poses, observing silhouettes and related techniques will help deliver your drama clearly to the viewer.

Simon will show you how the pose-to-pose animation technique will allow you to quickly and effectively animate in a production environment. Simon completes the tutorial with a practical example of how to put all of these principles into effect in a real world example staring Floppy the alien.

This tutorial is aimed at a user that is comfortable in general 3dsmax and with the animation interface and general animation skills. It is highly recommended that you view DVD1 in this series, before viewing this tutorial. How are they physically made up, one leg, two legs, a floating gas bag? And what makes them tick?

Are they angelic but troubled, or a BBQ mephit? Here Simon looks at the importance of knowing your character before you move into animating them. He now has more expressive eyes and a mouth. Simon runs through the new rigs features here. CH Eye Controls We continue our exploration of the new character rig with a look at its eye controls. CH Mouth Controls And we complete the new rig boot camp with a quick look at the mouth controls and how they are achieved using 3dsmax's morph target system.

CH Facial Animation Principles Much of a characters emotion and intent can be read in its face, and especially in the eyes. Simon runs you through the key points to consider here. So here Simon looks at the importance of body language and how it can convey emotion, even when a character is trying to hide it.

It is preferred as it is a quick and transparent method, where you can easily show your ideas early in the production process. Avoiding any possible wasted effort if an idea is not liked down the line. CH Break-down Poses Each key pose in the pose-to-pose technique can translate to one another in a myriad of ways. Often intermediate poses, know as break downs help inject more drama. Simon explores these here. Are they erect and proud, tired and bowed, or twisting to launch a punch.

Here Simon explores the importance of considering your characters line-of-action. CH Silhouettes Posing your character in a way that makes its form clear is what we look at here, with Silhouettes. CH Exaggeration Adding just a little more juice to each pose of your animation can give it just that spark your looking after.

Simon discusses where to use, or not use exaggeration here. CH Contrast If you do not introduce enough change from one pose to another, your animation can appear bland and lifeless. CH Staging If you were an actor on a stage, would you play to the audience, or to the back of stage.

These considerations are just as important in CG. Love your audience and they will love you! In this practical character animation example Simon will take you through the key stages in character animation. From block, through first pass animation and finishing with small refinements. Simon gives you an outline of the process ahead here. CH Blocking - Part 1 Simon starts roughing out the basic poses of the animation here, in what is known as the blocking process.

This gives us a frame-work on which later work is based. CH First Pass Animation - Part 1 Now that we have our basic poses sketched in, Simon works into them, adding break-down poses as needed and refining the animation so that it does not follow a simple and mechanical looking linear interpolation from pose to pose. CH Refining - Part 1 Of course, first pass is not called first pass for nothing.

Here Simon refines on the initial animation run, to add nuances and polish as needed. You should now be ready to tackle your own first character animation! This is the first DVD in a series that will teach you the theory and practical aspects of rendering and lighting within 3dsmax and Maya.

This DVD focuses on the theoretical aspects of light and colour, such as light reflection, colour temperature, dynamic range and much more. This DVD is aimed at a user that has a basic practical knowledge of 3dsmax or Maya. It does not require any previous knowledge about rendering and lighting and aims to teach the topic from the ground up. Chapter Evolution of Light: Part 1 Chris starts the series with an look into the art and developments in technology that have lead us to the current state of the art in rendering theory and technology.

We start by looking at the earlier periods of art, running up to the 17th Century. Chapter Evolution of Light: Part 2 Chris continues his exploration of art history. In this chapter we cover the modern period. With the invention of photography, cinematography and the modern era and its explosion in special effects. Chapter Colour Theory Introduction Here we look at the very basics of colour theory. Looking at topics such as the fundamental nature of light, how it is made up of a variety of wavelengths, is transmitted by photons.

Also how the human eye works and the surface nature of materials. Chapter Additive Colour Light uses the "Additive Colour Model" in this chapter Chris explores what this means and its implications. In this chapter Chris looks at how we access the most basic exposure of this colour space, using the RGB model. An alternative to RGB that can be easier to use in many circumstances.

Chapter Colour Depth And Storage Methods How do we represent the colours of the spectrum and the very many intensities of each hue. And once we have such a system, how do we store these images? Chapter Subtractive Colour When light hits a surface, some of its colours are absorbed. Here Chris explores the implications of this phenomena and the "Subtractive" Colour Model it creates. This can cause light to have a noticeable colour tinge to it. Here Chris explores these phenomena and explains how we represent them with the Colour Temperature system and the concept of the "White Point".

Chapter Low Dynamic Range Images Chris explains in depth how the low dynamic range image perception and storage systems work. How a shader can be created with free software, edited and then displayed within 3dsmax. Fundamental programming concepts such as Data Types, Structs and Functions. An understanding of basic programming concepts and 3D math is useful.

Ben explains what HLSL is and why its useful to learn how to use it. CH The Graphics Pipeline Then he gives a run through of a typical pipeline on current video cards. Explaining where the different elements of HLSL shaders come in to play.

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Released on code named Vesper. Released on October code named Makalu. Released on October code named Gouda. Released on February Released on April 18, Released on April 8, Some elements like the Material Editor and the animation controller system were largely enhanced compared to the DOS version, and the render subsystem allowed for volumetric effects and 3rd party plug-in renderers which started appearing shortly after the first release - RayStudio and RayMax being the first two available.

Release 1. There were two point updates - 1. The SDK shipped with 1. It included over thousand new features and workflow improvements. It was the last version to be published under the Kinetix logo, although the division was already merged with Discreet Logic but had no Corporate Identity design yet. The core of the program was largely rewritten to allow better integration of MAXscript and the Scanline Renderer was enhanced with support for pluggable Anti-Alias filters and Supersamplers.

The User Interface was redesigned to support larger true-color icons on customizable tabbed toolbars where custom Macroscripts could be placed by the user. Released on code named Magma Was initially announced at Siggraph in New Orleans in an early technology demo. There were two point releases to individual customers - 4. Plug-ins developed for 3dsmax 4 could be used in 5 without a recompile, while both 2 and 3 required completely new versions. The biggest addition to 3dsmax 5 was the Advanced Lighting sub-system of the Scanline Renderer where two new plug-ins were introduced - a brute-force Global Illumination module called Light Tracer and a Radiosity module based on further research by the developers of Lightscape.

Historical note: Lightscape was acquired by Discreet Logic a couple of years before the Autodesk acquisition. This also incl. Photometric and Day lights support. He is now PRman business director at Pixar. There were three point updates - 5. The main new features were mental ray as alternative renderer Particle Flow previously shipped as an Extension to 5 for users on subscription , a refactored Schematic View Shell modifier new Vertex Paint Reactor 2 dynamics network support for Render To Texture code named Catalyst Was an evolutionary update on top of the 3dsmax 6 core.

Main new features were: new Editable Poly tools incl. Support for Normal mapping generation and rendering mental ray 3. Released on code named Vesper Was published in the Fall of and was the first release in the history of the product not to break the SDK compatibility in a 3rd major update - in other words, plug-ins from 6 and 7 could be used in 8 without the need for a recompile. The "M" in "Max" was capitalized again. Main new features were: Asset Tracking with support for 3rd party solutions and Autodesk Vault shipping with the package.

Enhanced Skin tools incl. It shipped to customers in October and required once again recompiled plug-ins due to the switch to a newer Visual Studio compiler and because the MaxSDK6 was getting old and was in need for an update to fix long-standing bugs. A 64 bit version of 3ds Max was demoed as early as the year when Intel was attempting to introduce the Itanium line of CPUs.

A "real" 64 bit build of 3ds Max 8 for the x64 architecture developed under a project name "Scopic" was shown to the audience of the Autodesk User Group meeting at Siggraph and was later merged with the Makalu project to deliver both 32 and 64 bit on the same DVD for 3ds Max 9.

Major new features: Project Path support incl. HAVOK 3 engine support in addition to the existing 2 better mental ray 3. Faster screen redraws in Direct3D mode incl. It was SDK-compatible with 3ds Max 9, allowing plug-ins for the previous version to once again be used without a recompile. The SDK version number still shows the internal version as Review per-pixel lighting and shadow casting from up to 64 lights using Shader Model 3. It is the first and probably last full release built in shortened development cycle of just half a year.

This was done to align the release data of all Autodesk Products and also make it clear that product A will work with product B if both carry the same fiscal year number. While the SDK is unchanged, a compiler change makes the recompilation of plug-ins necessary, but with very little overhead for the 3rd party developers. I understand that the Reseller will be the party responsible for how this data will be used and managed.

Genuine 3ds Max. Visual effects. Virtual reality. Get more with Genuine 3ds Max. Buy Genuine 3ds Max. Compare Learn more. Still have questions? Read our FAQs. It occurs when one or more of the following happen: Software is modified or hacked Keys or accounts are copied or sold Usage does not comply with the licensing terms of use Software is purchased from an unauthorized reseller.

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