Jasa Pembuatan/Kursus/Bimbingan/Les Privat Komputer Animasi 3DS Max Untuk Keperluan Tugas Akhir/TA/Skripsi/KP

Anda sedang menyelesaikan Skripsi/TA/KP menggunakan Software 3D Studio Max, dan anda butuh Jasa Pembuatan/Kursus/Bimbingan/Les Privat Komputer Animasi 3DS Max Untuk Keperluan Tugas Akhir/TA/Skripsi/KP tersebut bisa menghubungi kami :

Adapun Materi yang akan kami berikan meliputi :

  • 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 World 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

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