
Switch between solid and wireframe viewport modes with shortcuts like F3, adjust lighting, shadows, and materials, and save a startup file to load your preferred viewport setup.
create and modify objects in 3ds max by using the create and modify panels, learning geometry and primitives, dragging to form shapes, and finetuning with spinners and manual input.
Master the transform gizmo for moving, rotating, and scaling in 3ds Max, using axis constraints and planes, while aligning to viewport orientation and keyboard shortcuts w, e, r, and q.
Explore how the pivot point governs an object's transformation in 3ds Max, the center of rotation and scale; edit pivots via the hierarchy panel to control geometry and animation.
Master object management in 3ds Max by naming conventions, using search by name and wildcards, and toggling visibility with unhide and isolation mode to streamline team collaboration and workflow.
Master sub-object basic selection in 3ds Max with select all, invert, add or remove via Ctrl, circle and rectangle and paint selections, ignorable facing, boingo threshold, and grow/shrink tools.
Master advanced subject selection in 3ds Max by converting selections between vertex, polygon, and element modes using control-click and double-click shortcuts; configure preview selection preferences for faces and edges.
Learn to control surface smooth shading in 3ds Max using smoothing groups and hardness properties, enabling smooth or faceted looks with low-poly models and viewport edge checks.
Learn how to use real measurement units in 3ds Max, set up the system unit, and manage centimeter, meter, and inch displays, including automatic conversions when importing or merging objects.
Master snapping in 3ds Max: positional modes 2.5d, 2d, 3d, and rotational angle snapping for precise vertex alignment and grid-based settings.
master smart extrude in 3ds max, available since version 2021, a polygon extrude that automatically cleans topology, avoiding double vertices and stray polygons, with tunnel and angled extrusions and snapping.
Model the Aetna side table in 3ds Max from a reference image, build the tabletop with a box and shell modifier, add a cylindrical base, and apply auto smooth.
Explore four object-alignment techniques in 3ds Max: line tool, normal aligned tool, auto grade placement, and select place tool, to snap and position objects relative to targets.
Model a modular Gen3 Work kitchen counter by creating 65 cm depth, 194 cm width, and 92 cm height cabinet, using a reference image to build the frame and handles.
Explore creating editable splines with the line object in 3ds max, comparing corner and bezier vertex types, their handles, and how to close and refine shapes.
Master techniques for adding and removing vertices and segments in editable splines in 3ds Max, including refine, insert, delete, reverse spline direction, and connect operations.
Explore three spline modification features: fillet, chamfer, and outline, in 3ds Max, using vertex and spline sub-object modes, keyboard input, and spinners to shape curves and segments.
Master cross insert, weld, and trim to create complex shapes by merging splines, correcting double vertices, and producing a single closed spline through a distance threshold and selective trimming.
Create a circular ornament in 3ds Max by building six symmetrical elements with arc guides, editing splines, and instancing for efficient, repeatable look development in classical designs.
Model a teacup in 3ds Max using subdivision to sharpen corners with extra loops, employing inset, connect, and swift loop, then create a handle with spline and attach.
In this online course, you will learn the fundamentals of 3D skills using 3ds Max. Including different techniques of 3D modeling, composing materials and textures, and in-depth UV Unwrapping techniques. This course is designed for beginners to intermediate-level users. So if you have never used 3ds Max before, don’t worry, because the lessons at the beginning of this course are designed just for you. The curriculum is carefully crafted so you can master 3ds Max quickly and yet seamlessly.
The curriculum overview
You will learn a lot of things in this course. There is just too much to cover in this short description. For more detailed information, you can check the curriculum section. But, just to give you a quick overview of what you will learn. There are a total of 13 chapters in this course outside the introduction chapter.
In the first chapter, you will be introduced to 3ds Max's UI. You will learn different ways to navigate the viewport and utilize the display settings. In the second chapter, you will learn basic object operations such as how to create objects, and how to modify them. You will also learn object selection, object transformation, and so on. In the third chapter, we will focus on scene management. You will learn how to use the "Scene explorer". Then using layers, groups, etc.
Starting from the fourth chapter, we will focus on 3D modeling. In this chapter, you’ll learn polygonal modeling techniques related to each of the sub-object types. We will cover sub-object selection techniques. Then we will also discuss 3D modeling concepts such as "Normal direction" and "Backface culling", etc. At the end of this chapter, we will have a project modeling a table lamp product called "Atollo".
In chapter five, we will focus on precision modeling techniques. We will start with the basics of measurement units. Learn different snapping features, and then learn various tools for aligning objects, and so on. There are 3 projects in this chapter. First, we will model a stool called "Tamtam". Then we model a side table product called "Etna". And on the last project, we will model another side table product called "Lack".
Next, in chapter six, we're going to build a kitchen counter product called "Werk". We'll cover everything from setting up the references. Then modeling the base frame, then the panels, and so on. Until we have a finished model.
In chapter 7, we will focus on spline-based modeling techniques. You will learn the basics such as creating, selecting, and converting spline vertices. Then we move on to learn various techniques of spline editing. After that, you will learn how to turn splines into 3D models. There are a total of 7 projects in this chapter alone. First, you will model a simple S letter logo. Then in the next project model a circular classic ornament. And then model a tileable 3D pattern. Then, you will model a vase product called "Echasse". Then you will create a crown molding object. In the next project, you will model a table lamp product called "Diana". And then finally you will create a roman column.
In chapter 8, we will focus on subdivision modeling techniques which are very useful for creating organic-like objects. And then learn compound-based modeling techniques, which basically combine existing 3D objects to create new ones. There are 3 projects in this chapter. The first project is creating a teacup model. Then the second project is creating a washbasin. In the third project, you will create a stool product called "Alma".
Chapter 9 is a project chapter. In this chapter, we will build a chair product called "Papilio Shell" using subdivision, compound-based modeling techniques, and other related techniques that we have discussed earlier.
Starting from chapter 10, we will shift our focus from 3d modeling to look development. In this chapter you will learn the basics of rendering, and how to use the physical material. We are also going to cover different methods of environment lighting. At the end of this chapter, we will apply what we've learned to add lighting and materials to the chair product that we modeled before in the previous chapter.
In chapter 11, we will focus on texturing and basic UV mapping techniques. You will learn different types of textures, from procedural textures, image textures, PBR textures, Substance textures, etc. At the end of this chapter, you will do another project. You will add material and PBR textures onto the kitchen table product that we have modeled in the earlier chapter.
Chapter 12 focuses on the nitty-gritty of UV unwrapping techniques. After learning the tools provided, we will explore different approaches to unwrap 3D objects. From the automatic method, projection method, peel seams method, and so on. In this chapter, we will have 2 projects. The first is creating a low poly barrel. And second is creating a product packaging.
In chapter 13, we will have the last project related to look development, which is creating a chair product called "San Marco". Because each part of the model is different, we will use different UV unwrapping techniques that best suit the model's part. Here is the result of the final project.
The outcome
After completing the course, in sha Allah, you will have a solid foundation on how to use 3ds Max. You'll gain a significant amount of 3D modeling and look development skills. Not to mention you will understand a lot of important concepts around 3D computer graphics. I hope you find this course interesting and beneficial.