3DS MAX

Overview

3D Max training courses provides you a thorough introduction of 3D Max Design Software that is essential for new architects and engineers to make lucrative and sophisticated applications as well as broaden the horizon of 3D modeling.

Course Objective

The primary objective of 3D Max training program is to give you basic as well as advanced knowledge of latest designing skills in interior and architectural designing and production development of structures and buildings.

Pre-requisite

This course is open for architects and engineers who wish to excel their designing skills and students of Bachelor and Master degree program.

What’s in it for me?

This course will help you gain a competitive edge over your counterparts in designing industry and enables you to create productive and appealing designs and models as per the industry standards.

CURRICULUM

Section 1: Getting Started
  • • Learning Objectives
  • • Launching 3ds Max Design
  • • Configuring 3ds Max and 3ds Max
  • • Design
  • • Customizing Mouse Interaction
  • • Working with Standards
  • • Setting of Undo, Backup Files &Units to
  • • Architectural
  • • Assigning a Project Folder
  • • Configuring and Saving Viewport
  • • Layouts
  • • Creating a Prototype File
  • • Configuring the Default UI and Presets
  • • Maximizing the Workspace
  • • Synchronizing the User Interface and
  • • Default Presets
  • • Navigating Menu Drop-Downs
  • • Working with Toolbars
  • • Managing the Ribbon
  • • Managing Workspaces
  • • Understanding Object Interaction
  • • Navigating the Scene Using the
  • • View Cube
  • • Saving 3ds Max Files
  • • Using Undo and Redo
  • • Accessing the Help System
Section 2: Pre-Planning the Production
  • • Developing a Sketch-Style Storyboard
  • • Examining a Sample Storyboard
  • • Planning Scene Level of Detail
  • • Understanding Level of Detail
  • • Planning File Output
  • • Outputting for Print and Web
  • • Reviewing Still Image Types
  • • Examining Animation Output
  • • Reviewing Animation Output Types
  • • Understanding Layers
  • • Working with Layers
  • • Previsualizing a Scene
  • • Configuring in Viewport
  • • Previsualization with Nitrous
Section 3: Shapes
  • • Line, Spline (Vertex, Segment, Edges)
  • • Refine Vertex, Fillet, Outline
  • • Rectangle
  • • Circle
  • • Ellipse
  • • Etc.
Section 4: Modeling
    • • Modelling in 3ds Max
    • • Understanding Shapes
    • • Working with Spline Shapes
    • • Working with Extended Splines
    • • Creating New Shapes
    • • Adjusting Curve Quality and Render
    • • Parameters
    • • Cloning Shapes
    • • Creating Outline Shapes
    • • Attaching Shapes
    • • Editing Closed 2D Shapes
    • • Trimming and Welding Splines
    • • Filleting a Vertex
    • • Understanding Mesh and Poly Objects
    • • Discovering the Editable Poly Object
    • • Type
    • • Converting Object Types
    • • Using Select and Place to Locate
    • • Objects
    • • Utilizing the Snap Tools
    • • Learning to Use the Graphite
    • • Modelling Tools
    • • Working with the Paint Deform Tool
    • • Using the Conform Paint Tool
    • • Understanding 2D and 3D Objects
    • • Exploring More Editable Poly
    • • Working with Caddies
    • • Modelling Windows
    • • Modelling Window Frames
    • • Modelling Window Panes
    • • Introducing Compound Objects
    • • Working with ProBoolean
    • • Using Shape Merge
    • • Merging Objects
    • • Examining Modifiers and the Modifier
    • • Stack
    • • Learning About Object Space
    • • Modifiers|
    • • Adding a Bevel Profile Modifier
    • • Editing 2D Shapes
    • • Stacking Modifiers
    • • Editing Modifiers
    • • Applying the Map Scalar Modifier
    • • Working with the Chamfer Modifier
    • • Understanding Object Painting
    • • Painting a Scene
    • • Discovering AEC Objects
    • • Building with AEC Walls
    • • Adding a Door
    • • Installing Windows
    • • Working with Containers
    • • Inheriting Container Contents
    • • Importing a Point Cloud
    • • Modelling from a Point Cloud
    • • Modelling - Best Practices
Section 5: Editable Poly
    • • Work with editable poly
    • • Vertex
    • • Edges
    • • Border
    • • Polygons
    • • Element
Section 6: Furniture Modeling
    • • Bed, Bed Sheet, Matress, Pillow
    • • Sofa, Cutions
    • • Table (Office Table, Dining Table, Side
    • • Table, Coffee Table Etc.)
    • • Chair
    • • WD
    • • Dressing Table
    • • Work Station
    • • Kitchen Equipment
    • • Etc
Section 7: Materials
    • • Introducing Materials
    • • Understanding the Slate Material
    • • Editor
    • • Creating Schematic Materials
    • • Working with the Standard Material
    • • Discovering the Arch and Design
    • • Material
    • • Adjusting Shaders
    • • Editing Reflectivity
    • • Assigning a Material
    • • Using Map Patterns
    • • Simulating Geometry
    • • Incorporating Displacement Mapping
    • • Setting Transparency
    • • Calculating Map Sizes
    • • Creating a Tile Map
    • • Determining Map Coverage
    • • Adding a UVW Map Modifier
    • • Working with Unwrap UVW
    • • Working with Multiple Materials
    • • Discovering the Multi/Sub-Object
    • • Material
    • • Setting Material IDs
    • • Editing Material IDs
    • • Assigning a Multi/Sub-Object Material
    • • Understanding Blend Materials and
    • • Masks
    • • Using a Blend Material
    • • Masking with Materials
    • • Understanding Substance Textures
    • • Working with Substance Textures
    • • Baking Textures - Render to Texture
    • • Painting a Texture with Viewport
    • • Canvas
Section 8: Lightning
    • • Understanding Direct and Indirect
    • • Differentiating Standard Lights versus Photometric Lights
    • • Light
    • • Discovering Daylight
    • • Placing a Daylight System
    • • Adjusting Location
    • • Adjusting the Physical Sky
    • • Understanding Photometric Lights
    • • Enabling Streetlights in a Scene
    • • Changing Photometric Light Presets
    • • Understanding Indirect Light
    • • Calculating Indirect Illumination
    • • Working with Final Gather
    • • Setting Final Gather Bounces
    • • Working with Sky Portals
    • • Discovering Photon Mapping
    • • Configuring Interior Night Lighting
    • • Using Photometric IES Web Files
    • • Enabling Photon Mapping
    • • Creating Object Lights
    • • Understanding Image-Based Lighting
    • • Creating a Simple Image-Based
    • • Lighting Setup
    • • Rendering Image-Based Lighting with
    • • Mental Ray
    • • Rendering Image-Based Lighting with
    • • iRay
  • Duration: 120 Hours
  • Certificates: Yes
  • Section: 8