
3ds Max fundamentals for 3D modeling and look development through hands-on techniques in modeling, materials, textures, and UV unwrapping across 13 chapters.
Follow a sequential, level-based structure for 3ds Max fundamentals in 3D modeling and look development, and practice each video to build skills. Use the latest version to avoid UI differences.
Explore the 3ds Max user interface, a customizable environment with the menu, main toolbar, panels, and viewports, plus how to load a custom UI scheme.
Master viewport navigation in 3ds Max using the mouse for panning and zooming, learn framing tools like frame selected and frame entire scene, view cube, and turntable rotation.
Explore alternative navigation methods in 3ds Max, using the hand and zoom tools, the rotation gizmo, and field-of-view controls, plus steering wheels for real-time viewing.
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.
Learn object selection in 3ds Max using select, move, rotate, and scale modes; master region and paint selection with Ctrl, Alt, and shortcuts like Ctrl+A and Ctrl+I.
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.
Learn to switch between view, world, and local coordinate systems, align the transform gizmo in orthographic viewports, and choose center points with three transformation modes.
Learn how to use modifiers in 3ds Max to alter a model's shape and texture, manage the modifier stack, and apply non-destructive changes like melt, lattice, and twist.
Duplicate objects in 3ds Max using clone, hold Shift during transformations, and the array tool. Compare copy, instance, and reference options and learn how they affect memory and modifier sharing.
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.
Learn to use the scene explorer in 3ds max fundamentals to manage objects through hierarchy mode, customization options, selection, and parent-child relationships.
Explore layer mode to organize scenes: create, rename, nest, and assign objects to the active layer, then hide, freeze, move, or delete layers (empty, not the default or active one).
Master selection sets and grouping in 3ds Max, learn to create and manage selections, reuse them to reselect objects, and work with nested groups and open recursively.
Explore primitive vs editable objects in 3ds Max and convert to editable poly, editable mesh, patch, or NRPs; master subobject modes to model with vertices, edges, and polygons.
Master polygon-based operations in editable poly, including vertex, edge, and polygon modes, border and element selections, and attaching or detaching objects to manage connected or separate parts.
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 ring and loop selection in 3ds Max using editable poly tools, including double-click, control-click, and version-aware methods across edge, vertex, and polygon modes.
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 identify and fix flipped normals with polygon selection, flip normals, or the normal modifier with UniFi normals, ensuring correct face orientation before export to engines.
Explore edge modeling techniques in 3ds Max, including connect with settings, ring and loop selections, create mode, channel for splicing, and clean removal to preserve topology.
Master four cut and slice techniques in 3ds Max—cut, slice plane, quick slice, and Pen Connect—to generate new geometry from vertices, edges, and polygons while preserving geometric integrity.
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.
Cap holes using the cap command in border mode and fix topology to keep quads and clean shading. Extrude border edges by shifting them to create new polygons.
Connect borders or holes by creating new geometry between them in 3ds Max, using polygon or border modes and adjustable settings for segments, taper, bias, and twist.
Master polygon modeling techniques by applying extrude, inset, and bevel to selected polygons, using grouping, local normal, and by-polygon options to control height, depth, and form.
Model the Oluce Atollo table lamp using cylinders and a hemisphere, applying bevel, extrude, and the shell modifier for thickness, with eyeballed measurements and clean geometry.
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.
model a tamtam stool in 3ds Max by using centimeter units, creating a cylinder, converting to editable poly, bridging edges, smoothing and extruding the center for the final shape.
Explore scale modes in 3ds Max—uniform, non-uniform, and squash modes—clarifying axis X, Y, Z behavior, sub-object versus object mode, and when to reset transformation.
Reset the transformation in 3ds Max with the transform reset tool to restore 100 percent scale, then move the transform modifier below the base object and convert to editable poly.
Learn to resize objects precisely in 3ds Max, including editable objects converted from primitives, using the transform toolbox, set size, and measurement tools.
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 the Lecci table in 3ds Max, using Photoshop to set a pixel-to-centimeter scale and precisely align legs and tabletop with the line tool and the symmetric modifier.
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.
Import a reference image in 3ds Max and create a box with correct dimensions, align the image to scale, adjust materials and viewport settings, and freeze objects to guard setup.
Model the base frame in 3ds Max, apply a default material, adjust edge and surface colors, and build a symmetric frame by duplicating, rotating, and snapping bars.
Model the feet with triangle supports and a central cylinder base, then attach to the frame and create the top surface. Apply smoothing groups and chamfer the circular edges.
Learn to model a kitchen counter by creating panels and handles in 3ds Max, using vertex snapping, symmetry modifiers, and detach-clone workflows, then merge into a single editable object.
Explore how splines serve as base objects in 3ds Max, convert primitives to editable splines to edit vertices, segments, and interpolation, and render geometry along splines.
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 basic spline creation in 3ds Max by practicing straight and curved line work with the line tool, learning how actions influence handle placement, reference image tracing, and viewport navigation.
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 boolean operations on editable splines in 3ds Max, including union, subtraction, and intersection, with proper attachment, closing of splines, and awareness of local axes.
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.
Learn how the extrude modifier adds depth to spline-based 3d geometries, controls segments, caps, and smoothing, and handles nested splines to create holes and solid regions.
Develop an athletic S-letter logo in 3ds Max by applying modeling techniques, converting splines to 3D geometry with thickness, boolean operations, and smoothing for look development.
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.
Create a seamless tileable 3d pattern in 3ds Max by building a square reference, editing materials, and duplicating, mirroring, and arraying shapes into a repeating wall panel design.
Learn how the lathe modifier revolves a spline profile into a 3d object, with best practices for profile creation, axis placement, and cap options.
Model a 45 cm echasse vase in 3ds Max using a reference image, apply dark blue self-illuminated material, add shell thickness, and attach glass.
Bevel profile modifier converts splines into 3d geometry, using parameter presets and a secondary spline profile reference to create custom extrusion shapes with adjustable height, width, and profile edits.
Model crown molding in 3ds Max by building a 6 by 4 meter base and a 10 centimeter profile, snapping points and beveling the profile to finish at ceiling height.
Model a table lamp in 3ds Max by creating a reference image, modeling a spline profile with a lathe revolve, and building the base, pool, shade, and upper sphere.
Model a roman column in 3ds Max, building the shaft with editable splines and polygons, using symmetric and bend modifiers, then scale to 2.6 m tall and 0.4 m diameter.
Explore subdivision modeling basics, transforming simple geometry into smooth organic forms by iteratively subdividing polygons with turbo smooth, open subdivision, or nums (non-uniform rational mesh) methods.
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.
Discover why you should use quad polygons in subdivision modeling, learn how non-quad edges can create dented surfaces, and apply buffer polygons to keep corners and borders clean.
Avoid extreme concave polygons in subdivision modeling by slicing the polygon into smaller, less-concave shapes, using cut, pen connect, and other methods to improve topology.
Create a white ceramic washbasin model in 3ds Max using subdivision modeling. Build with editable poly, fix geometry, add buffer polygons, and refine with symmetry and turbo smooth.
Learn to use boolean operations in 3ds Max, comparing standard and pro boolean with multiple operands and stockpicking, and see how boolean objects remain non-destructive and editable.
Set up advanced reference images by placing a square photo on a plane, align a forty seven centimetres tall product, and configure viewports to high quality for precise modeling.
Combine boolean and subdivision to model the product, use the reference image, and create quads with smoothing groups for a clean look.
Explore conform, wrapping a wrapper object onto a surface object and deforming to follow contours, with projection methods, stand-off distance, and visibility options.
model papillae shell chair in 3ds Max using multi-view references and physical material reference, with spline cross-section, surface, subdivision, booleans, and a control method for the support part, sh2 variant.
Set up a three-sided reference from front, side, and POV images; create a box, convert to editable, flip normals, and apply a three-part image texture with a multi sub material.
Model a chair seat in 3ds Max by tracing reference curves, building splines, and using a cross-section to create a surface modifier, then refine with symmetry.
Master the leg construction in 3ds Max by modeling cylindrical pads and legs, adjusting segments and radii, applying symmetry and boolean operations, and refining with edit poly and smoothing.
Model a chair support in 3ds Max using editable poly, quad-based polygons, and symmetry and smoothing to conform the part to the seat for a ready look development.
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.