3Ds Max Training

Why is 3Ds Max Training very Important? If you are new to 3ds Max, you’ll find this course has been designed with you in mind. This training takes you from a raw beginner to a seasoned professional using 3ds Max confidently in a production environment. Learning Autodesk 3ds Max Design is intended to help architects, designers, and visualization artists present their designs through 3D models, rendered still images, and animations. In this training, you will find step-by-step approach covering the primary functions of the software that you will use in the process of visualizing design projects. In this course, we have tried to do two things: give you a fundamental understanding of the tools you are using and put you into real-life situations in which you would be required to produce renderings of real-life projects.

Course Outline

Chapter 1 • 3Ds Max Training – Getting to Know 3ds Max Design

  • What Was New in 3ds Max Design
  • Getting Started with 3ds Max
  • Touring the Interface
  • The Menu Bar
  • The Quick Access Toolbar
  • The Information Center Toolbar
  • The Main Toolbar
  • Docked and Floating Toolbars
  • Toolbar Flyouts
  • The Viewports
  • Tools for Working with the Viewports
  • Getting to Know the Command Panel
  • Understanding 3ds Max’s Tools
  • Working with Objects
  • Selecting and Moving Objects
  • Rotating and Scaling Objects
  • Copying an Object
  • Selecting Multiple Objects
  • Naming Selection Sets
  • Editing Named Selection Sets
  • Getting the View You Want
  • Understanding the Perspective Viewing Tools
  • Using Multiple Viewports
  • Changing the Viewport Display and Configuration
  • Working with the Custom UI and Defaults Switcher

Chapter 2 • Introducing 3ds Max Objects

  • Understanding Standard Primitives
  • Adjusting an Object’s Parameters
  • Accessing Parameters
  • Introducing the Standard Primitive Objects
  • Modeling Standard Primitives with Modifiers
  • Adding a Modifier
  • Accessing Modifier Parameters
  • Placing Modifiers Where You Want Them
  • Using the Modifier Stack Tools
  • How 3ds Max Sees Objects
  • Making Clones That Share Properties
  • Creating an Instance Clone
  • Creating a Reference Clone
  • Scaling and Rotating Objects with Transform Tools
  • Making a Clone Unique
  • Cloning a Modifier
  • Introducing Extended Primitives
  • Modeling a Couch
  • Working with Groups
  • Grouping the Components of the Couch
  • Working with Groups
  • Disassembling Groups

Chapter 3 • Creating Shapes with Splines

  • Drawing with Splines
  • Drawing Straight-Line Segments
  • Constraining Lines Vertically and Horizontally
  • Drawing Curves
  • Lathing a Spline
  • Modifying a Shape Using Sub-object Levels
  • Adjusting the Lathe Axis
  • Flipping Surface Normals
  • Smoothing Spline Corners
  • Adjusting Tangent Handles
  • Creating Thickness with a Spline
  • Detailing the Wineglass Base
  • Finishing the Wineglass
  • Outlining and Extruding Splines
  • Drawing Accurate Splines
  • Giving Walls Thickness
  • Using Grids and Snaps to Align Objects Accurately
  • Adjusting a Wall Location
  • Combining and Extruding Primitive Splines
  • Combining Splines
  • Joining Closed Splines with Boolean Tools
  • Creating a Solid Form with Splines
  • Introducing the Other Spline Types
  • Editing Splines
  • Placing and Beveling Text

Chapter 4 • Editing Meshes and Creating Complex Objects

  • Creating Openings in a Wall with Boolean Operations
  • Hiding Shapes That Get in the Way
  • Creating the Shape of the Opening
  • Subtracting the Opening from the Wall
  • Creating Multiple Openings in a Single Wall
  • Making Changes to the Opening
  • Tracing a Sketch
  • Using a Bitmap Image
  • Scaling the Image Plane to the Model’s Size
  • Tracing the Image
  • Building Objects from Traced Lines
  • Editing Meshes
  • Creating a Tapered Wall
  • Converting the Spline to a Mesh
  • Moving a Single Mesh Vertex
  • Tapering the Top of the Wall
  • Using Instanced Clones to Create Symmetrical Forms
  • Adding a User Grid to Aid Tracing
  • Building the Tower Walls
  • Adding the Vaulted Ceiling
  • Creating the Smaller Towers
  • Drawing the Remaining Walls
  • Attaching Objects to a Mesh
  • Smoothing Meshes
  • Smoothing within a Mesh
  • The Smooth Modifier
  • Creating and Modifying Objects Using Box Modeling
  • Preparing a Box for Box Modeling
  • Using the Transform Toolbox
  • Creating Clones with Array and Snapshot
  • Creating a Pew Grid with Array
  • Creating a Multitransform Polar Array
  • Creating Multiple Clones Using Snapshot

Chapter 5 • Working with External Design Data

  • Creating Topography with Splines
  • Updating Changes from an AutoCAD File
  • Exploring Terrain Options
  • Setting Up an AutoCAD Plan for 3ds Max
  • Importing AutoCAD Plans into 3ds Max Design
  • Extruding the Walls
  • Extruding Exterior Wall Headers
  • Extruding the Mullions
  • Creating Interior Wall Headers
  • Adding Glass
  • Creating a Floor with Openings
  • Exploring the File Link Manager
  • Editing Linked AutoCAD Files
  • Understanding the Block Node Hierarchy
  • Understanding the File Link Manager Options
  • Understanding File Link Settings
  • Using the Substitute Modifier with Linked Geometry
  • Importing a Truss
  • Importing Revit Files into 3ds Max
  • Export the Revit File
  • Link the Exported FBX File in 3ds Max
  • Using the Scene Explorer

Chapter 6 • Creating AEC Objects 

  • Creating a Parametric Wall
  • Creating and Adjusting a Parametric Wall
  • Adjusting the Wall’s Parameters
  • Adding Doors and Windows to Walls
  • Changing the Door’s Parameters
  • Adding Doors to Existing Openings
  • Creating a Parametric Window
  • Changing Elevations with Stairs
  • Setting Boundaries with Railings
  • Adding Foliage to a Scene
  • Chapter 7 • Organizing and Editing Objects
  • Naming Objects
  • Renaming the Ceiling Fixtures
  • Organizing Objects by Layers
  • Setting Up Layers
  • Assigning Objects to Layers
  • Assigning Color to Layers
  • Understanding the Icons in the Layer Dialog Box
  • Lofting an Object
  • Setting Up the Shapes to Form the Pedestal
  • Lofting a Shape Along a Path
  • Using Different Shapes Along the Loft Path
  • Fine-Tuning a Loft Object
  • Using the Instance Clones to Edit the Loft
  • Using the Noise Modifier
  • Modeling with Soft Selection
  • Extruding with the Sweep Modifier
  • Aligning Objects

Chapter 8 • Light and Shadow

  • Lighting Your Model
  • Understanding the Types of Lights
  • Adding a Spotlight to Simulate the Sun
  • Moving a Light
  • Editing a Spotlight
  • Changing the Light Type
  • Rendering a View
  • Ambient Light
  • Faking Radiosity
  • Adding a Highlight with an Omni Light
  • Looking at Omni Light Options
  • Adding Shadow Effects
  • Softening Shadow Edges
  • Understanding Shadow Maps
  • Using Ray-Traced Shadows
  • Using Advanced Ray Traced and Area Shadows
  • Playing in the Shadows
  • Using Two Suns
  • Adding a Second Sun
  • Using Unseen Objects to Cast Shadows
  • Using a Clone to Cast Shadows
  • Using the Light Lister
  • Using Scene States

Chapter 9 • Enhancing Models with Materials

  • Understanding Bitmap Texture Maps
  • Diffuse Color Maps
  • Surface Properties
  • The Physical Qualities Rollout
  • The Special Effects Rollout
  • Adding Materials to Objects
  • Adding a Map Path to Help 3ds Max Find Bitmaps
  • Understanding Material Libraries
  • Editing Materials
  • Using Bump Maps
  • Creating a New Material
  • Adding Material Mapping Coordinates
  • Understanding Mapping Coordinates
  • What Happens When You Add the Mapping Coordinates
  • Adjusting the UVW Mapping Gizmo
  • Using the Standard Material
  • Map Scalar Modifiers
  • Spline Mapping
  • Adding Entourage
  • Hiding Unwanted Surfaces with Opacity Maps
  • Adjusting an Object to a Bitmap Shape
  • Assigning Materials to Parts of an Object
  • Creating a Multi/Sub-Object Material
  • Applying a Submaterial to an Object’s Surface
  • Exploring the Autodesk Materials
  • Adjust the Autodesk Material Parameters
  • Using the Material Explorer
  • The Material Utilities
  • Modeling with Displacement Maps
  • Using the Displace Modifier
  • Using the Material Editor to Create Displaced Geometry
  • Converting a Displacement Map into an Editable Mesh
  • Creating an Editable Mesh from a Displacement Map
  • Additional Mapping and Material Features

Chapter 10 • Using the 3ds Max Camera

  • Understanding the 3ds Max Camera
  • Adding a Camera
  • 3ds Max Viewport Improvements
  • Editing the Camera Location with the Viewport Tools
  • Setting Up an Interior View
  • Creating an Environment
  • Making Adjustments to the Background
  • Immersive Environments for Animation
  • Creating a Believable Background
  • Using a Texture Map and Hemisphere for the Sky
  • Using Render Types
  • Render Elements for Compositing
  • Matching Your Scene to a Background Image
  • Setting Up the Model and the Image
  • Adding the Background Image
  • Adding the Camera Match Points
  • Aligning the Camera Match Points to the Background Image
  • Fine-Tuning a Camera-Matched View
  • Matching the Design Image Quality to the Background
  • Standard Cinematic Terminology
  • Chapter 11 • Organizing Objects and Scene Management
  • Gaining Access to Materials and Objects from Other Files
  • Arranging Furniture with XRefs and the Asset Browser
  • Replacing Objects with Objects from an External File
  • Substituting Objects for Faster Viewport Performance
  • Importing Files with the Asset Browser
  • Arranging Furniture with XRef Scenes
  • Using the Rendered Frame Window
  • Printing Images
  • Opening Multiple RFWs for Comparisons
  • Zooming, Panning, and Controlling Channels in the RFW
  • Obtaining Colors from External Bitmap Files
  • Using the Asset Browser on the Internet
  • Tracking and Locating a Scene’s Assets
  • Creating Panoramas
  • Publishing a DWF File

Chapter 12 • Understanding Animation

  • Understanding the World of Video Time
  • Creating a Quick-Study Animation
  • Adding Camera Motion
  • Adjusting the Camera Path
  • Viewing the Camera Trajectory
  • Controlling the Camera Trajectory Visibility
  • Creating a Preview Animation
  • Understanding Keyframes
  • Increasing the Number of Frames in an Animation Segment
  • Accelerating and Decelerating the Camera Motion Smoothly
  • Editing Keyframes
  • Adding More Frames for Additional Camera Motion
  • Adding Frames to the End of a Segment
  • Adjusting the Camera Motion Through a Keyframe
  • Compressing and Expanding Time
  • Adjusting the Camera Trajectory Using the Track View
  • Increasing the Number of Frames Between Selected Keys
  • Speeding Up the Preview Rendering Time
  • Adding Frames to the Beginning of a Segment
  • Other Options for Previewing Your Motion
  • Moving the Camera Target over Time
  • Controlling Lights over Time

Chapter 13 • Creating Animations 

  • Rendering the Animation
  • Creating a Study Animation
  • Creating a Quick Overall Study Animation
  • Adding a Moving Car
  • Automating Output of Multiple Still Images
  • Setting Up a Camera for Elevations
  • Setting Up the Four Elevations
  • Rendering a Shadow Study
  • Adjusting for True North
  • Changing from IES Sun to a Standard Light
  • Creating a Walkthrough
  • Fine-Tuning the Camera’s Orientation
  • Adjusting the Camera’s Timing
  • Adjusting the Path
  • The Animation File Output Options
  • True Color vs. 256 Colors
  • File Naming in Animations
  • Choosing an Image Size
  • The AVI Codecs
  • Using reactor to Animate Objects
  • Assigning Properties to Simulation Objects
  • Assigning Simulation Objects to a Collection
  • Setting Up and Running the Simulation
  • Refining the Settings
  • Using Particle Systems
  • Creating the Initial Flow
  • Adding and Editing the Operators
  • Adding Materials and Space Warps
  • Adding Deflectors

Chapter 14 • Advanced Rendering Using mental ray

  • Understanding mental ray
  • Setting Up mental ray
  • The Material Editor and mental ray
  • Using Photon Maps
  • Testing the Photon Map Effects
  • Final Gathering
  • Reviewing the Basic mental ray Workflow
  • Contour Renderings
  • Using the mr MultiMap Material
  • Skylight Global Illumination
  • Image-Based Lighting and Skylight
  • Using High Dynamic Range Images
  • Using mr Proxy Objects
  • Using IES Files
  • Using Lighting Analysis

Chapter 15 Materials in mental ray

  • ProMaterials and Arch & Design Materials
  • ProMaterial Ceramic
  • ProMaterial Concrete
  • ProMaterial Glazing
  • ProMaterial Hardwood
  • ProMaterial Masonry/CMU
  • ProMaterial Metal
  • ProMaterial Metallic Paint
  • ProMaterial Mirror
  • ProMaterial Plastic/Vinyl
  • ProMaterial Solid Glass
  • ProMaterial Stone
  • ProMaterial Wall Paint
  • ProMaterial Water
  • ProMaterial Generic
  • Arch & Design Material
  • Templates
  • Main Material Parameters
  • BRDF
  • Self Illumination (Glow)
  • Advanced Rendering Options
  • Fast Glossy Interpolation
  • Special-Purpose Maps
  • Utility Bump Combiner
  • Ambient/Reflective Occlusion Map
  • Composite Map

Chapter 16 Lighting in mental ray

  • Interior Lighting Concepts with mental ray
  • Parameters in Final Gather
  • Basic Group
  • Reuse Final Gather Maps
  • Parameters in Global Illumination
  • Hardware Shading
  • mr Sky Portal
  • Exterior Lighting Concepts with mental ray
  • mr Sun Parameters
  • mr Sky Parameters

Example 1 The Living Room

  • Preparing Materials for an Interior Space
  • Preparing the Units in the Scene 97
  • Examining the Scene
  • Working on the First Material
  • Working on the Sofa Material
  • Working on the Floor Material
  • Working on the Glass Material
  • Working on the Metal Material

Example 2 Artificial Lighting in an Interior Space

  • Preparing the Units in the Scene
  • Adding Lights to the Night Scene
  • Using Material Override to Quickly Analyze Lighting
  • Creating a Glow Material to Illuminate the Scene
  • Adjusting the Effect of Indirect Illumination on a Material
  • Creating a Material for the Ceiling Lights
  • Creating a Final Render of the Scene

Example 3 Photomontage Materials

  • Units in the Scene
  • Enhancing the Initial File
  • The Main Marble Material
  • Creating a Satined Metal Material for the Window and Door Frames
  • Creating a Glass Material for Windows and Doors
  • Creating a Sky Material for Reflective Planes
  • Creating a Material for the Ceiling Lights in the Office Building
  • Creating a Metallic Material for the Stone Wall Details

Example 4 Photomontage Lighting

  • Units in the Scene
  • Adding a Daylight System
  • Adding the Viewport Background
  • Matching the Sun Direction
  • Matching the Sun’s Intensity
  • Matching Material Brightness
  • Creating the FG Map File to Save Render Time
  • Working on the Stone Material
  • Changing the Material for the Door and Window Frames
  • Adjusting the Building Reflection Materials
  • Adjusting the Reflective Glass
  • Adjusting the Tree Material
  • Adjusting the mr Physical Sky
  • Setting up the Rendering Settings
  • Beginning the Photoshop Process
  • Adding Additional Masks for Foreground Elements
  • Modifying the Image to See the Entire Building

Example 4  Atrium Scene

  • Units in the Scene
  • Working on the Floor Material
  • Working on the Marble Material
  • Working on the Metal Material
  • Creating the Glass Material
  • Creating a Glow Material for Light Lenses
  • Materials and mr Proxy Objects
  • Creating the Daylight System
  • Adding Sky Portals to Brighten the Scene
  • Adding Interior Artificial Lights
  • Controlling the Brightness of the Image with Exposure Control
  • Adding Clouds to the Sky Background
  • Creating a Final Gather Map File
  • Fine-Tuning Materials
  • Creating a Final Render
  • mr Physical Sky
  • Working with the mr Physical Sky Shader
  • Controlling the Daylight System
  • Physical Sky and the Sun Disk
  • Moving the Sun to a Desired Location
  • The mr Physical Sky Shader
  • Sun Disk Appearance Group
  • Horizon and Ground Group
  • After Dark Group
  • Non-Physical Tuning Group
  • Aerial Perspective (When Used as Lens/Volume Shader Only) Group 258
  • Creating Camera Haze
  • Using a Bitmap Background in mr Physical Sky
  • Daylight Object and the mr Physical Sky
  • mr Sun Basic Parameters
  • mr Sky Parameters
  • Perez All Weather & CIE
  • CIE