Get expert instruction on the essential aspects of using 3ds Max 2025 to create professional-level models and animations.
Overview
Syllabus
Introduction
- Introducing 3ds Max 2025
- Using the exercise files
- Setting preferences
- Using project folders
- Getting familiar with the interface
- Creating primitives
- Position, Rotate, and Scale objects
- Navigating in viewports
- Orbit and viewport Undo
- Accelerate workflow with Hotkey shortcuts
- Choosing viewport shading modes
- Configuring viewport layouts
- Specifying units of measurement
- Defining the Home Grid
- Saving a maxstart.max template scene
- Merging scenes
- Outlining object names with Scene Explorer
- Managing objects with Scene Explorer
- Duplicating forms with Array modifier
- Duplicating objects with Clone
- Collecting objects in a Group
- Managing display layers in the Layer Explorer
- Using Isolate Selection and Lock Selection
- Selecting in Window and Crossing modes
- Moving objects in reference coordinate systems
- Rotating objects in reference coordinate systems
- Choosing a transform center
- Transform center reference coordinates
- Introducing snap
- Precision transforms with Grid Snap
- Creating shapes
- Editing Bezier splines
- Setting Shape detail with Interpolation
- Modeling with the Extrude modifier
- Extruding along a path with the Sweep modifier
- Importing Illustrator paths to 3ds Max
- Adding a Bevel Modifier
- Modeling typography with TextPlus
- 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 parametric assets
- Combining meshes with Boolean modifier
- Adding edges with QuickSlice
- Adding edges with Cut
- Hard and soft edges with the Smooth modifier
- Using the Modeling Ribbon
- Branching with Editable Poly Extrude
- Detailing a mesh
- Grow and convert subobject selections
- Rounding corners with Chamfer
- Optimization with Retopology modifier
- Understanding subdivision surfaces
- Modeling with Symmetry modifier
- Modeling curvature with Soft Selection
- Refining geometry with SwiftLoop
- Subobject transform constraints
- Correcting a seam with Align to Grid
- Preserving polygon count with Edge Crease
- Understanding camera types
- Creating a physical camera
- First-person camera navigation
- Enabling Safe Frames
- Setting render resolution and aspect ratio
- Rotating in Gimbal coordinate space
- Emulating a tripod with rotation axis order
- Rendering in the viewport
- Creating photometric lights
- Adjusting intensity and color
- Enabling exposure control
- Adjusting light shape and distribution
- Controlling spotlight parameters
- Using the Light Explorer
- Illumination with an environment color
- Illumination with an HDRI environment
- Separating environment from background
- Creating a sun and sky
- Art directing sun and sky parameters
- Render setup for materials
- Using the Slate Material Editor
- Assigning materials to objects
- Changing node display and graph layout
- Managing scene materials
- Managing sample slots
- Saving a material library
- Physical material basic parameters
- Physical material reflection parameters
- Material shading in the viewport
- Creating a 3D procedural map
- Mapping bitmap image files
- Restoring links with Asset Tracking
- Projecting UVs with UVW Map modifier
- Using real-world map size
- Understanding hierarchies
- Transforming pivot points
- Prioritizing rotation axes
- Linking objects
- Locking transforms
- Setting frame rate in time configuration
- Viewport playback options
- Creating keyframes in Auto Key mode
- Creating keyframes in Set Key mode
- Best practices for Set Key mode
- Editing timing in the Track Bar timeline
- Navigating in the Dope Sheet
- Editing keyframes in the Dope Sheet
- Navigating in the Curve Editor
- Editing keyframes in the Curve Editor
- Changing interpolation type
- Manipulating keyframe tangents
- Editing a trajectory with Motion Path
- Choosing a renderer
- Preparing to render with Quicksilver
- Quicksilver options
- Rendering an image sequence
- Next steps
Taught by
Aaron F. Ross