A free video tutorial from [ School of Game Design ]
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Learn more from the full course3D Animation & Modeling Master Class | Beginner to Advanced
Computer animation, modeling, texturing, and rendering! Learn Maya, 3DSMax, Mudbox, or apply your new skills to Blender
22:16:26 of on-demand video • Updated December 2019
- Animation, Polygon Modeling, Texturing, Rigging, Lighting, Digital Sculpting, Rendering
- Master Maya, 3DSMax, Mudbox, and techniques you can use in any 3D application!
- Create professional quality assets for your portfolios, games, and animations. Create your own 3D prints or VR worlds
- Work in any 3D industry: video games, visual effects, animation, design, engineering, app development...
English [Auto] Now that we have a basic understanding of how to create basic models primitive objects assigning materials and textures let's say just seen some primitives and then we can do a rendering and see how rendering works. So we has started let's just use a box inside of our C memory left click drag to set the length and width where you can hold control left click and drag and make a strange shape. I'm going to create a flattened out box right here and we can use say a cylinder for instance. I'm going to just put that right about in the middle of my object where we go and make the height a bit higher. Doing our Hiva option and then take a couple of those segments away. We don't need that many segments. And then I'm just going to bump this down to about an oh let's say an eight sided. There we go. Now right clicked in that creation process. So I think maybe you can see what we're going to make. We can make some columns here. I mean we use the Debb you on the keyboard to switch to move mode. I'm liking both objects and moving them at the same time. And let's say we want to add a top to it. I'm going to grab the bottom piece and grabbing it when I'm going to do is I'm just going to set up all my views first. You go. I'm going to grab this bottom piece and move it all way up to the top bottom and make a copy when I do it so I'm going to hold shift left click and drag and make a comp that's shift left click and drag and that way I can make a copy of an object at the scene and I don't have to go remake it. Each and every time. And let's listen to this guy a little bit better there. There we go. Now we have a column in the scene. Let's go ahead and put a material onto it so him on the keyboard is a shortcut key for material or you if the material editor right here. I'm going to sign the material to the selection and then perhaps we can even do a darker color. Gray Osam I just like on the post to it. We like the darker color I don't work for us. I'm also going to change the color if you see the wireframe color right now. We've got multi-color going to change that all to black. I go over here to the dot next to the selection select on the color for that edge facing color change it black. Now I have a black color in there. All right we've got our first column right now. Let's go ahead and mix copies of the Scott miscount left click shift and left click and drag and then Ahmadu number of copies. The object is being copied. Not instance a reference. Just copy and make. Oh let's say about five copies of that one too many. Am I doing that. In fact I want to leave too. I just want four it looks like it'll be enough to move it to selecting all of them and moving them remember left click and drag to make a selection box and you can select all of them at one time and then make a copy of all of these so shift left click and drag now we get a copy of everything there. We got the sky and just a little bit to get rid of the grid. And each one it seems we don't really need the grid on the grid is g g is your Schork get a nice set of all objects in that material apply to them. How about we put a post on top stone going across. I'm just going to left click and drag here. And notice I'm using multiple viewport so they use multiple reports I'm looking for the best view to create or edit the object in and then go back to my object color change that black. I go to my material editor and that's just a sign that dark material to that I would get my make a copy of that shift left click and drag would just copy that across right there all day you go to my full screen mode. MEMBER That's over here and on before it. Options for our zoom or zoom all or zoom to selected are reframe all and then are maximized. So we have this looking good. Let's say we want to put a floor plan in here I'm going to go to my plane and set my Create tab control left click and drag to drag out a plane. Right click to the creation of change out my material it's color and let's see. Let's go for different color here. We'll go for a green brown green color here. Now if we have an object in the scene we want to zoom just to that object we could select on it and zoom in and out. Or we can use the Z on the keyboard. That's kind of zoomed to the select and the extensive this like that same as using our key and our viewport settings over here. We can just zoom to extents and it takes you there. You can also zoom to extents and all your windows like that if it de-select into extents is the expense of all the objects. All right so we've got a nice slow column in the piece up above a little texture to one of these. Can I make a box right out here. It's like a movie screen in between the columns of the back material but on new material assign it to the selection kind of add a bitmap to a selector bitmap example image and we've assigned it to go back up and we're returning on the show image we get and go and change her face and color to the black all day to go full screen and we have any little and are shadows and are the teeth black. So let's go ahead and go in and change how our shadow color 2.5 and we'll change our ambient occlusion to a point seventy five go. She has a little bit nicer much softer on the eyes that way. Now if we want to render we want to render out the scene that we have then we need to be able to find out where we render from and on the top right on the toolbar. We see a little teapot that teapot says render production Brender frame window and the render set up so the set up brings up our window and then this window it's going to have all of the properties for rendering. It's going to say how big What's the output size for our render how many frames do we want we just want the one image we want a lot of different images. We also have options for the output where we're going to send the file if we want to save the files for rendering it. You also have additional rendered types if you're going to use things like VRA or something other than the scanline render. You can adjust that here all right. The additional properties up here are going to be affecting the render as well. This would mean more of an advanced tutorials but for our needs right now we simply want to set an output size so we're going to go into here. We could set some of the defaults and click on those. Or you can select and of and type in your own number. You can even right click on one of these buttons and then you can even set a default size use. So it always comes up with what you need. Additionally you've got the output sizes which are the standard formats so you can choose between those as well. All right so I've got a 12:55 my 512. That's my size I'm going to close this window out. How do I know how big that sizes will I need my safe frame I need to know where my camera. Seeing someone do shift and shift off on the keyboard is going to let me see exactly what's going to get rendered when it gets rendered so I can see that this is more of the size that I'm dealing with. I set up my camera where I want it or at least my view where I want it and then I'm going to hear my my render frame window if I go render from window this is where it's going to render my image and I'm going to see it the render button. This is basically just the quick key to render to hear it's the same thing as this button right here. All right. We've got the scene set up we've got the size picked and we've got our view the way we want it. Let's go ahead and click on run it renders when it renders it basically brings up one window really fast. It talks about what's going on in the process but then it gives us our final render right here. This is just our 2D image. We can save that out and we can use that in a 2D program and edit or use it however we need to the properties up here we don't need to worry about too much. Most of these are for later when we get in depth on rendering the main one that you need to know though is the save image option you also have a copy and a clone. All right so let's move our camera around one more time and let's take a different render. We go out a little bit. There we go and we hit render he can see how we're just rendering what is inside that fuse if we have that cropped there and that same thing happens inside of a render. To be sure to do a bunch of Rynders get comfortable with being up your view and clicking on the render go and change the size if you want near here. Output sizes frame adjusts to that new output size now. Just as we're able to save out our images for our render. Be sure that as you're building something maybe of more value and you want to save it you can save it through your app icon appear. You can go to the max click on that and then you can use your save option when you save. That's going to save out that max file. And that will allow you to come back to that model and continue at it. All right. So enjoy doing the renderers and definitely take advantage of all the different sizes and give them a try have some fun with.