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LinkedIn Learning

3ds Max 2020 Essential Training

via LinkedIn Learning

Overview

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Learn what you need to know to use 3ds Max 2020 to create professional 3D models, animations, and motion graphics.

Syllabus

Introduction
  • 3ds Max from the ground up
  • 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
  • Customizing a workspace
  • Customizing viewport and grid colors
  • Creating and manipulating primitives
  • Transforming objects with Move and Rotate
  • Navigating in viewports
  • Choosing viewport shading modes
  • Saving time with keyboard shortcut hotkeys
  • Customizing hotkeys
  • Choosing a reference coordinate system
  • Manipulating objects around a transform center
  • Using the Scene Explorer outline
  • Configuring viewport layouts
  • Using Isolate Selection and Lock Selection
  • Selecting in window and crossing modes
3. Scene Layout
  • Specifying display units
  • Specifying system units
  • Defining the home grid
  • Saving a maxstart.max template scene
  • Creating an image plane
  • Duplicating objects with Array
  • Collecting objects in groups
  • Managing display layers
  • Merging scenes
  • Referencing scenes with Xref objects
4. Spline Modeling
  • Creating shapes
  • Creating a loft compound object
  • Creating a freehand spline
  • Editing control vertex types
  • Editing Bezier splines
  • Rendering shapes
  • Setting shape detail with Interpolation
  • Revolving a surface with the Lathe modifier
  • Extruding with the Sweep modifier
  • Importing Illustrator paths to 3ds Max
  • Adding a Bevel modifier
  • Creating a TextPlus primitive
  • Modeling walls with the Extrude modifier
5. Parametric Modeling with Modifiers
  • Deforming an object with a modifier
  • Layering deformers in the modifier stack
  • Defining polygon level of detail
  • Passing a selection up the stack
  • Understanding topology dependence
  • Versioning and collapsing the stack
6. Polygon Modeling
  • Preparing Boolean operands
  • Adding edges with Quickslice
  • Cutting with Boolean subtraction
  • Creating doors
  • Using the Modeling ribbon
  • Creating polygons
  • Transforming sub-objects
  • Using the caddy to set options for an inset polygon
  • Cloning sub-objects with Detach
  • Branching with Editable Poly Extrude
  • Simplifying geometry with Remove
  • Extruding a planar surface to a closed volume
  • Detailing with Editable Poly Chamfer
  • Reflecting objects with Mirror
  • Welding vertices
  • Refining geometry with SwiftLoop
  • Constraining sub-object transforms
7. Subdivision Surface Modeling
  • Understanding subdivision surfaces
  • Box modeling for subdivision surfaces
  • Modeling with the Symmetry modifier
  • Shaping with Ribbon tools
  • Using Soft Selection
  • Sharpening corners with Crease
  • Baking subdivisions
8. Freeform Modeling
  • Using the Freeform tools on the ribbon
  • Sculpting with Paint Deform Push/Pull
  • Using Paint Deform Brushes
  • Setting paint options
  • Setting brush options
  • Conforming one object to another
  • Adjustment with Move Conform
  • Sculpting with Conform Transform
9. Camera Techniques
  • Creating a physical camera and target
  • Enabling safe frames
  • Choosing aspect ratio in Render Setup
  • Setting up a free camera
  • Rotating in Gimbal coordinate space
  • Setting rotation axis order
  • Offsetting the image with Lens Shift
10. Lighting
  • Previewing renders with ActiveShade
  • Assigning a diffuse material
  • Creating photometric lights
  • Adjusting light intensity and color
  • Adjusting the Camera Exposure Control
  • Adjusting light shape
  • Adjusting light distribution
  • Controlling spotlight parameters
  • Creating a sun and sky
  • Illuminating a scene with the environment
  • Using the Light Explorer
11. Materials
  • Using the Slate Material Editor
  • Managing scene materials
  • Managing sample slots
  • Saving material libraries
  • Understanding physical materials
  • Adjusting physical material parameters
12. Mapping Textures
  • Controlling material sample size
  • Designing 3D procedural maps
  • Mapping bitmap image files
  • Projecting UVs with UVW Map
  • Using Real-World Map Size
  • Mapping with vector art
  • Restoring links with Asset Tracking
13. Hierarchies
  • Understanding hierarchies
  • Transforming pivot points
  • Prioritizing rotation axes
  • Linking objects
  • Locking transforms
  • Avoiding and correcting scale issues
14. Keyframe Animation
  • Setting up Time Configuration
  • Creating keyframes in Auto Key mode
  • Creating keyframes in Set Key mode
  • Editing keyframes in the Timeline
  • Editing keyframes in the Dope Sheet
  • Editing function curves in the Curve Editor
  • Editing a trajectory with a motion path
15. Rendering
  • Choosing a renderer
  • Choosing render options
  • Rendering an image sequence
  • Playing an image sequence with the RAM Player
Conclusion
  • Next steps

Taught by

Aaron F. Ross

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