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XuetangX

3ds Max: A Quick Start from Zero to One

Kunming University of Science and Technology via XuetangX

Overview

3ds Max is a 3D computer graphics application for 3D modelling, animations, and rendering. With its efficient system design, powerful polygon modeling functionality, and the support of many plug-ins, 3ds Max is recognized by many scholars as an easy-to-learn, easy-to-use, and powerful 3D software for game production, virtual reality, interior design, animation and film, with a  wide user base in these industries.

In this tutorial, we collected the most common best practices and techniques in 3ds Max. We hope that it will improve your 3dsMax learning experience, by showing you how to approach common problems, and will better prepare you for subsequent studies.

  • Chapter 1 shows you the basic operations in 3ds Max, focusing on how to control objects.

  • Chapter 2 introduces three modeling techniques to help you ace simple modeling.

  • Chapter 3 helps you to understand the characteristics of light, choose proper lighting parameters, and render out your works.

  • Chapter 4 talks about the materials, and how to achieve desired textures for your models.

  • Chapter 5 shows you how to control keyframes and produce some simple animation effects.

  • Chapter 6 talks about other applications that allow you to easily make virtual reality (VR) and augmented reality (AR) works.

  • Chapter 7 is an introduction to BPR by experts. 

Syllabus

  • Chapter 1: Getting Started
    • Fast Understand of 3ds Max,Starting Your Virtual Journey
    • 1.1 How to get 3ds Max
    • 1.2 Introduction to the Interface of 3ds Max
    • 1.3.1 Project Preparation 1: Set Up Project Folder
    • 1.3.2 Project Preparation 2:Initialization Settings
    • 1.4.1 Opening and Saving Files
    • 1.4.2 Basics Operation
    • 1.4.3 Advanced Operation
    • 1.5 General Hotkeys
    • 1.6 Creating Geometric Primitives
  • Chapter 2: 3D Modeling
    • 2.1 3D Modeling Overview
    • 2.2 Three Useful Modeling Methods
    • 2.3 Boolean Modeling
    • 2.4.1 Spline Modeling 1:Spline Modeling Overview
    • 2.4.2 Spline Modeling 2: Modeling From a Spline
    • 2.4.3 Spline Modeling 3:How to Edit Spline Objects
    • 2.5.1 Polygon Modeling 1:Polygon Modeling Method
    • 2.5.2 Component Selection Techniques
    • 2.5.3 Polygon Modeling 3: 16 Polygon Modeling Commands
    • 2.5.4 Polygon Modeling 4: Subdivision Modeling
    • 2.5.5 Polygon Modeling 5: Attaching and Detaching
    • 2.6.1 Advanced Modeling Skills 1:“Stereoscopic” Modeling Method
    • 2.6.2 Advanced Modeling Skills 2:Box Modeling Method
    • 2.6.3 Advanced Modeling Skills 3:Deconstruction Modeling Method
    • 2.6.4 Advanced Modeling Skills 4:Problems to be Considered in Modeling
  • Chapter 3: The Secrets of Making the Potoreal Image
    • 3.1 Rendering
    • 3.2.1 Render Your First Work
    • 3.2.2 Arnold Render Set Up
    • 3.2.3 Introduction to the Arnold Renderer
    • 3.2.4 Arnold Renderer 1: Sampling
    • 3.2.5 Arnold Renderer 2: RayDepth and Filtering
    • 3.3.1 What is Light?
    • 3.3.2 Light and Color
    • 3.3.3 Light and Shadow
    • 3.3.4 Produces Soft Shadows and Fast Shadow
    • 3.3.5 Six Types of Lighting
    • 3.4.1 Arnold Light Types
    • 3.4.2 Arnold Light Parameters
    • 3.4.3 Color Temperatures and White Balance
    • 3.5.1 Three-point Lighting Method
    • 3.5.2 Indoor Light Lecture 1: Make a Simple Night
    • 3.6.1 Advanced Skill 1:Rendering Tips
    • 3.6.2 Advanced Skill 2:The Normals and the Smooth Group
  • Chapter 4: Texture
    • 4.1 Learn About This Chapter in Four Minutes
    • 4.2.1 How to Open the Material Editor?
    • 4.2.2 Using Physical Materials
    • 4.2.3 Three Assistants of the Material
    • 4.2.4 Create a Simple Material
    • 4.3.1 Using maps to Creat Different Looking
    • 4.3.2 Bitmap Node:A Small Node With Virtues
    • 4.4.1 UVW Mapping Method 1:Methods of Locking the Map
    • 4.4.2 UVW Mapping Method 2: UV Overlays
    • 4.4.3 Unwrap UVW 1: Basic of Unwrap UVW Modifier
    • 4.4.4 Unwrap UVW 2: Projection
    • 4.4.5 Unwrap UVW Part 3: Powerful UV Editor
  • Chapter 5: Basic Skills of Animation
    • 5.1 Animation Overvie
    • 5.2.1 3ds Max Animation
    • 5.2.2 Making Animation More Interesting Principle 1: Time and Space
    • 5.2.3 Making Animation More Interesting Principle 2: Slow Motion (slow-mo)
    • 5.2.4 Making Animation More Interesting Principle 3: Squash and Stretch
    • 5.3.1 Animation Technique 1: Parent-Child Relationship
    • 5.3.2 Animation Technique 2:Loop Animation
    • 5.4.1 Techniques of Using the Camera
    • 5.4.2 The Safeframe Cannot Be Ignored in the Camera
    • 5.4.3 Camera Movement
    • 5.4.4 Following Shot
  • Chapter 6: 3ds Max Interactive VR and AR
    • 6.1 Rendering a VR Panorama With Arnold
    • 6.2 Fast Implementation of VR Interaction
    • 6.3 Fast Implementation of AR Interaction
    • 6.4 Friends of 3ds Max
    • 6.5 Self Learning and Improvement Methods
    • 6.6 Methods of Obtaining Resources
  • Chapter 7 PBR Texture
    • 7.1 PBR Technology Introduction
    • 7.2 Toolbag PBR Real-time Rendering
    • 7.3 Substance Painter PBR Painting
  • Students Case Study
    • Shortfilm Casestudy 1:The Weapon Used in PUBG (PlayerUnknown's Battlegrounds)
    • Shortfilm Casestudy 2:Production experience of Classic of Mountains and Seas
  • Final Exam

    Taught by

    Li Hongjiang, Wang Deyan, Yang Xueguo, Wang Yu, Cheng Yuan, Yang kai, and Zhu Minjia

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