From the course: 3ds Max 2017 Essential Training
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Tracking scene assets - 3ds Max Tutorial
From the course: 3ds Max 2017 Essential Training
Tracking scene assets
- [Voiceover] As I previously mentioned, when you bring a bitmap into a shading network, or a material, you're not actually bringing that data into your scene file. 3ds Max doesn't store 2D pixel-based images internal to the scene file. What it does is simply store a path or a location of where those files can be found. You need to keep all the files inside your current project, otherwise they are very likely to get lost. I'm gonna illustrate what the problem is, and then show you how to correct it if it occurs. Let's say my images are not in the proper place, which is sceneassets, images. I'll go into that folder, scene assets, images, and here's the bitmap, it's cocktail_tableDiffuseMap.png. I'm gonna move it out and just drop it onto my desktop, just for the purposes of this demonstration, and now it's in the wrong place. I'll go ahead and open up 3ds Max, and open the scene file for this particular exercise. It's 15_03_tracking_assets.max, and it's got no map on it currently. I'll…
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Contents
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Getting familiar with the interface4m 52s
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Using the Create and Modify panels3m 50s
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Navigating in viewports6m 13s
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Transforming objects with Move and Rotate5m 43s
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Using hotkeys3m 11s
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Specifying display units3m 7s
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Specifying system units4m 17s
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Defining the home grid3m 27s
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Choosing shading modes4m 26s
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Configuring viewports2m 49s
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Customizing colors and hotkeys3m 44s
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Customizing hotkeys5m 18s
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Choosing a coordinate system4m 17s
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Choosing a transform center3m 7s
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Duplicating objects with Array6m 10s
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Duplicating objects with Clone5m 11s
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Using Isolate Selection and Lock Selection2m 11s
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Working with the Scene Explorer2m 53s
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Selecting with Window/Crossing3m 20s
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Collecting objects in groups6m 16s
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Understanding level of detail4m 44s
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Moving a pivot point2m 43s
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Selecting subobjects3m 26s
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Building a modifier stack4m 9s
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Understanding topology dependence4m 12s
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Using a Volume Select modifier5m 42s
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Clearing a selection in the stack3m 10s
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Collapsing the modifier stack6m 4s
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Creating a line5m 10s
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Editing vertex types4m 58s
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Revolving a surface with a Lathe modifier3m 49s
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Editing splines3m 51s
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Adjusting level of detail with Interpolation3m 45s
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Understanding NURBS4m 42s
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Importing Illustrator paths to 3ds Max3m 23s
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Rendering splines3m 39s
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Adding a Bevel modifier5m 35s
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Creating a TextPlus primitive5m 52s
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Lofting with the Sweep modifier4m 11s
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Creating an image plane8m 23s
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Tracing an image plane5m 56s
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Creating solid geometry with the Extrude modifier1m 57s
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Adding edges with Cut4m 16s
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Correcting topology with QuickSlice6m 14s
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Preparing Boolean operands8m 55s
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Cutting with Booleans4m 48s
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Creating doors and windows5m 44s
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Setting up Time Configuration6m 18s
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Creating keyframes in Auto Key mode4m 22s
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Creating keyframes in Set Key mode3m 52s
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Editing animation in the timeline4m 50s
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Editing animation in the Dope Sheet4m 34s
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Interpolating keys in the function Curve Editor6m 41s
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Moving position keys with trajectories4m 2s
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Creating photometric lights3m 45s
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Controlling viewport quality for lights3m 14s
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Adjusting light intensity and color4m 4s
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Adjusting exposure control6m 37s
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Using the art renderer5m 52s
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Adjusting light shape3m 49s
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Adjusting light distribution6m 38s
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Creating a sun and sky8m 19s
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Previewing renders with ActiveShade3m 15s
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Using the Light Explorer7m 45s
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Using the Compact Material Editor6m 17s
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Using the Slate Material Editor6m 52s
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Managing scene materials and sample slots7m 4s
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Adjusting standard material parameters4m 13s
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Adjusting physical material parameters8m 49s
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Assigning Multi/Sub-Object materials6m 44s
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Choosing a renderer5m 57s
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Rendering standard lights4m 14s
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Controlling shadows7m 30s
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Setting scanline render options5m 1s
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Setting mental ray render options7m 10s
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Rendering an image sequence5m 28s
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Playing image sequences in the RAM Player3m 50s
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