Introduction
Introducing 3ds Max 2026
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Using the exercise files
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Setting preferences
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Using project folders
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1. 3ds Max Interface
Getting familiar with the interface
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Creating primitives
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Position, rotate, and scale objects
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Navigating in viewports
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Orbit and viewport undo
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Accelerate workflow with hotkey shortcuts
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Choosing viewport shading modes
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Configuring viewport layouts
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2. Scene Setup
Specifying units of measurement
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Defining the home grid
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Saving a maxstart.max template scene
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Merging scenes
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3. Managing Objects
Outlining object names with Scene Explorer
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Managing objects with Scene Explorer
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Duplicating forms with Array modifier
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Duplicating objects with Clone
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Collecting objects in a group
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Managing display layers in the Layer Explorer
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Using Isolate Selection and Lock Selection
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4. Transforming Objects
Selecting in window and crossing modes
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Moving objects in reference coordinate systems
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Rotating objects in reference coordinate systems
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Choosing a transform center
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Transform center reference coordinates
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Introducing snap
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Precision transforms with grid snap
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5. Spline Modeling
Creating shapes
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Editing Bezier splines
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Setting shape detail with interpolation
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Modeling with the Extrude modifier
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Extruding along a path with the Sweep modifier
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Importing Illustrator paths to 3ds Max
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Adding a Bevel modifier
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Modeling typography with TextPlus
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6. Parametric Modeling
Deforming an object with a modifier
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Layering deformers in the modifier stack
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Defining polygon-level detail
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Passing a selection up the stack
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Understanding topology dependence
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Versioning parametric assets
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7. Polygon Modeling
Combining meshes with Boolean modifier
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Adding edges with Quickslice
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Adding edges with Cut
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Hard and soft edges with Smooth modifier
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Using the Modeling ribbon
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Branching with Editable Poly Extrude
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Detailing a mesh
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Grow and convert sub-object selections
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Rounding corners with Chamfer
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Optimization with the Retopology modifier
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8. Subdivision Surface Modeling
Understanding subdivision surfaces
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Modeling with the Symmetry modifier
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Modeling curvature with Soft Selection
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Refining geometry with Swift Loop
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Sub-object transform constraints
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Correcting a seam with Align to Grid
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Preserving polygon count with Edge Crease
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9. Camera Techniques
Understanding camera types
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Creating a Physical Camera
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First-person camera navigation
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Enabling safe frames
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Setting render resolution and aspect ratio
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Rotating in Gimbal coordinate space
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Emulating a tripod with rotation axis order
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10. Practical and Studio Lighting
Rendering in the viewport
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Creating photometric lights
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Adjusting intensity and color
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Enabling exposure control
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Adjusting light shape and distribution
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Controlling spotlight parameters
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Using the Light Explorer
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11. Environment Lighting
Illumination with an environment color
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Illumination with an HDRI environment
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Separating the environment from the background
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Creating a Sun and Sky
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Art directing Sun and Sky parameters
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12. Materials
Render setup for materials
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Using the Slate Material Editor
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Assigning materials to objects
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Changing the node display and graph layout
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Managing scene materials
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Managing sample slots
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Saving a material library
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Physical Material basic parameters
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Physical Material reflection parameters
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13. Mapping
Material shading in the viewport
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Creating a 3D procedural map
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Mapping bitmap image files
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Restoring links with Asset Tracking
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Projecting UVs with the UVW Map modifier
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Using real-world map size
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14. Hierarchies
Understanding hierarchies
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Transforming pivot points
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Prioritizing rotation axes
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Linking objects
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Locking transforms
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15. Animation Essentials
Setting frame rate in Time Configuration
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Viewport playback options
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Creating keyframes in Auto Key mode
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Creating keyframes in Set Key mode
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Best practices for Set Key mode
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Editing timing in the Track Bar timeline
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16. Animation Editing
Navigating in the Dope Sheet
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Editing keyframes in the Dope Sheet
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Navigating in the Curve Editor
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Editing keyframes in the Curve Editor
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Changing interpolation type
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Manipulating keyframe tangents
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Editing a trajectory with Motion Path
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17. Rendering
Choosing a renderer
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Preparing to render with Quicksilver
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Quicksilver options
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Rendering an image sequence
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Ex_Files_3ds_Max_Essen_Training.zip
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