3ds Max – Standard

This introductory class provides students with a strong foundation of basic 3ds Max skills. This class covers UI, modelling, Materials and textures, UV coordinates, Groups and hierarchies, animation, lighting, cameras, and rendering.

3ds Max – Standard Class: Total Length 12 hours : 2 days

Hours can be customized for one-on-one classes

Course Curriculum

  • Intro and Mini-Grand-Tour:
    • Get acquainted with 3Ds Max and it’s UI with this quick, cursory walk through of a common project. You will learn each step of the 3D process and see how 3DsMax handles each step. This fast intro is simply meant to demystify the 3D process. Everything in this section is briefly covered and will be thoroughly covered throughout the curriculum.
  • 3Ds Max UI And Workflow:
    • 3Ds Max uses a “create then modify” workflow, and the UI is set up to support this paradigm. The panel on the right of the screen contains 3dsMax’s context sensitive Modify Panel. This is arguably the heart of the 3ds Max workflow.
    • Viewport navigation
    • Object creation and manipulation
    • Scene Explorer / Layer Manager
    • Using the numerical spinners
    • Adding and adjusting modifiers
    • Understanding Sub-Object mode
  • Modelling: Modelling is the process of creating objects in the 3D environment
    • Polygon modelling
    • Sub Division Modelling
    • Spline based modelling
    • Best practices and understanding clean topology
  • Materials: Materials are used to define the appearance of a 3d objects’ surface. There are properties like base-color and reflectivity, but a robust material can define so much more. In addition, texture maps can be used to drive these properties and elevate the realism of your materials substantially.
    • The Material Editor
    • Slate vs Compact
    • Wiring material nodes together
    • Physical Material vs Standard Surface
    • Material Properties
    • The Three most important properties for believable materials
  • UV Coordinates : UV coordinates define the way 2D bitmaps are mapped onto a 3D object’s surface. This is classically a difficult and tedeus process, but with some of the latest features added to 3ds Max recently this has become substantially simplified.
    • Projection Mapping
    • UVW Map modifier
    • Unwrap UVW Modifier
    • Understanding Seams and Shells
    • UV unwrapping – Automatic and Manual
    • Avoiding Pinching and Stretching
    • Understanding Texel Density
    • Best practices
  • Groups and Hierarchies: Hierarchies are simply a definition of relationships between objects in the scene. Hierarchies exist in parent/child fashion. When a parent object is moved in a scene, the child object(s) are moved along with it.
    • Groups
    • Open / Close / Ungroup
    • Understanding the group object and the group component objects.
    • Hierarchies
    • Select and link
    • Move Rotate Scale through hierarchies
    • A Warning about Scaling in hierarchies in 3ds Max
  • Animation: This is simply the way motion is created in 3ds Max. The user defines “key” values in time, and 3ds Max interpolates the values between the keys.
    • Manipulating the Timeline
    • Autokey mode
    • Set Key
    • TRS: Translation Rotation Scale
    • Displaying Trajectories
    • The Curve Editor
    • Easing and tangent-types
    • Animating Modifier properties
    • Animating Material Properties
    • Intro to controllers and constraints
  • Lighting : Lighting not only provides illumination for the objects in a scene but it allows users to define forms, compose compelling images, create mood, etc..
    • Adding lights to a scene
    • Light Types
      • Point
      • Spot
      • Direct
      • etc..
    • Intro to IBL / HDRi lighting
    • Photorealism and unit scale
    • Color Temperature
    • Understanding light intensity
    • Understanding Samples
    • Light Listers
    • Lighting categories
      • Indoor
      • Outdoor
      • Artificial
      • etc..
    • Creating a studio environment scene
  • Cameras: Just like in the real world, cameras are used in the 3D scene to capture images.
    • Creating cameras from the menu
    • Converting a perspective view to a camera
    • Free vs Target Camera
    • camera navigation
    • Camera settings
    • Animating Cameras
  • Rendering: Rendering is the process of generating the final output of a scene.
    • Exposure control
    • Image resolution
    • Viewport Safe Frames
    • Stills
    • Sequences
    • Clone frames
    • Ram player
    • Render settings
    • Understanding Samples
    • Reducing noise
    • Clay renders
    • Render elements
  • Wrap Up
    • Tips
    • Advanced considerations
    • Congratulations