Visual Effects Techniques with 3DSMax
- Course Number:
- Software Version:
- Original Run Date:
- July 2011
- 7 hours 44 minutes
Hristo Velev is an effects artist at Pixomondo, delivering FX for projects like '2012' and 'Sucker Punch'.
Class 1Modeling for dynamics - We'll go through the needs and pecularities of modeling for effects - which the FX artist needs to either do or supervise, to get the necessary assets.
Class 2Previz and layout - The power and importance of composing effects scenes in the previs and layout stage is one of the big lessons in FX. We'll get into how rough sketches, simple animation and particle effects are used to plan a shot, laying its foundations and setting it on the right course.
Class 3Fragmentation - We'll go over the techniques used to fragment and prepare the assets for dynamics. The treatment of different types of materials like wood, concrete, glass, etc. Fitting the level of detail into the plan of the shot.
Class 4Rigid body dynamics and procedural fragmentation - Goes into setting up a solid and extensible structure for ridid body dynamics (RBD) in Thinking Particles. Then we take a look at procedural activation and fragmentation, how and when to use them.
Class 5Structures - Going further into what can be done with rigid bodies, we'll look at different ways to create and destroy interconnected structures of rigid bodies.
Class 6Additional animation - Adding art-directed secondary animation to enrich the RBD simulations, and adding effects that are otherwise less practical to achieve.
Class 7Secondaries - Adding layers of secondary dynamics like chunks, debris, splinters, shrapnel and funny accidentals.
Class 8Interactions - Making the existing RBD simulation interact with the environment, producing some more elements like sparks, dust, mounds of earth and secondary destruction.
Class 9Fluids - Fire and smoke are essential in almost every shot. We'll look at working both ways - from the solids to the fluids, and from the fluid to the solids, setting up and controlling FumeFX simulations.
Class 10Management - Looks at the key points of managing the FX process, start to finish. A way to set up a good base for any FX element in the start, and assembling all the pieces of the puzzle together for rendering.