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LinkedIn Learning

3ds Max 2017 Essential Training

via LinkedIn Learning

Overview

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Learn how to use 3ds Max 2017 to create professional 3D models, animations, and motion graphics. Explore spline and polygonal modeling, texturing, lighting, rendering, and more.

Syllabus

Introduction
  • Welcome
  • Using the exercise files
1. Getting Started
  • Choosing a workspace
  • Customizing user interface and defaults
  • Setting preferences
  • Using project folders
2. 3ds Max Interface
  • Getting familiar with the interface
  • Using the Create and Modify panels
  • Navigating in viewports
  • Transforming objects with Move and Rotate
  • Using hotkeys
  • Specifying display units
  • Specifying system units
  • Defining the home grid
  • Choosing shading modes
  • Configuring viewports
  • Customizing colors and hotkeys
  • Customizing hotkeys
3. Manipulating Objects
  • Choosing a coordinate system
  • Choosing a transform center
  • Duplicating objects with Array
  • Duplicating objects with Clone
  • Using Isolate Selection and Lock Selection
  • Working with the Scene Explorer
  • Selecting with Window/Crossing
  • Collecting objects in groups
4. Using the Modifier Stack
  • Understanding level of detail
  • Moving a pivot point
  • Selecting subobjects
  • Building a modifier stack
  • Understanding topology dependence
  • Using a Volume Select modifier
  • Clearing a selection in the stack
  • Collapsing the modifier stack
5. Spline Modeling
  • Creating a line
  • Editing vertex types
  • Revolving a surface with a Lathe modifier
  • Editing splines
  • Adjusting level of detail with Interpolation
  • Understanding NURBS
  • Importing Illustrator paths to 3ds Max
  • Rendering splines
  • Adding a Bevel modifier
  • Creating a TextPlus primitive
  • Lofting with the Sweep modifier
6. Polygon Modeling
  • Creating an image plane
  • Tracing an image plane
  • Creating solid geometry with the Extrude modifier
  • Adding edges with Cut
  • Correcting topology with QuickSlice
  • Preparing Boolean operands
  • Cutting with Booleans
  • Creating doors and windows
7. Sub-Object Polygon Editing
  • Constraining sub-object transforms
  • Detailing with Chamfer
  • Branching with Extrude
  • Simplifying geometry with Remove
  • Welding vertices
8. Subdivision Surface Modeling
  • Understanding subdivision surfaces
  • Preparing for subdivision surfaces
  • Adding the OpenSubDiv modifier
  • Shaping with Editable Poly ribbon tools
  • Baking subdivisions
9. Freeform Modeling
  • Sculpting with Paint Deform
  • Using Paint Deform brushes
  • Setting Paint options
  • Controlling Brush options
  • Conforming one object to another
  • Sculpting with Conform Transform
10. Hierarchies
  • Understanding hierarchies
  • Transforming pivot points
  • Rotating in Gimbal coordinate space
  • Setting rotation Axis Order
  • Linking objects
  • Locking transforms
  • Avoiding problems with scaling linked objects
11. Layout and Camera
  • Merging scenes
  • Referencing scenes with XREF objects
  • Managing display layers
  • Creating a target camera
  • Creating a free camera
  • Enabling Safe Frames
  • Choosing aspect ratio in Render Setup
12. Keyframe Animation
  • Setting up Time Configuration
  • Creating keyframes in Auto Key mode
  • Creating keyframes in Set Key mode
  • Editing animation in the timeline
  • Editing animation in the Dope Sheet
  • Interpolating keys in the function Curve Editor
  • Moving position keys with trajectories
13. Lighting
  • Creating photometric lights
  • Controlling viewport quality for lights
  • Adjusting light intensity and color
  • Adjusting exposure control
  • Using the art renderer
  • Adjusting light shape
  • Adjusting light distribution
  • Creating a sun and sky
  • Previewing renders with ActiveShade
  • Using the Light Explorer
14. Materials
  • Using the Compact Material Editor
  • Using the Slate Material Editor
  • Managing scene materials and sample slots
  • Adjusting standard material parameters
  • Adjusting physical material parameters
  • Assigning Multi/Sub-Object materials
15. Mapping Textures
  • Placing 3D procedural maps
  • Mapping bitmap image files
  • Tracking scene assets
  • Projecting UVs with UVW Map
  • Using Real-World Map Size
  • Painting on objects with Viewport Canvas
16. Rendering
  • Choosing a renderer
  • Rendering standard lights
  • Controlling shadows
  • Setting scanline render options
  • Setting mental ray render options
  • Rendering an image sequence
  • Playing image sequences in the RAM Player
Conclusion
  • Next steps

Taught by

Aaron F. Ross

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