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LinkedIn Learning

3ds Max: Tips, Tricks and Techniques

via LinkedIn Learning

Overview

Stay on top of the latest 3ds Max tools and techniques. Get a new tip every Wednesday to expand your 3ds Max knowledge and skills.

3ds Max is a powerful, deep, and multifaceted program, so there's always more to learn. This weekly series aims to keep you on top of the latest tools and techniques, and introduces fresh perspectives on traditional methods for architectural and product visualization, animation, visual effects, games and virtual worlds, and motion graphics. Instructor Aaron F. Ross presents a new topic every week, spanning the full range of 3D graphics tasks, including modeling, rigging and animation, shading and lighting, camera operation, and rendering. He gives special attention to streamlining workflows, such as automation of time-consuming tasks, so your productions run more smoothly and efficiently. Come back every Wednesday for a new tutorial to expand your 3ds Max knowledge and skills.Note: Because this is an ongoing series, viewers will not receive a certificate of completion.

Syllabus

New This Week
  • Parametric soft transforms with Affect Region
Introduction
  • Welcome
  • What to know
  • Exercise files
3ds Max: Tips and Tricks
  • Modeling a floor plan from a 2D drafting document
  • Modeling terrain with Displace space warp
  • Projecting UVs with the Camera Map world-space modifier
  • Capturing shadows with Arnold Shadow Matte map
  • Rendering compositing passes with Arnold AOVs
  • Mechanical rigging with IK and the LookAt controller
  • Modulating animation with Multiply and Ease Curves
  • Working with audio and the AudioFloat controller
  • Automating with Expression controllers
  • Real-time animation with the Motion Capture utility
  • Stylized rendering with Scanline Ink 'n Paint
  • Getting started with the Max Creation Graph
  • Modifying a Max Creation Graph tool
  • Sculpting a terrain with Texture Object Mask
  • Building a road with Conform space warp
  • Shading a landscape with Arnold Curvature
  • Creating custom attributes with the Parameter Editor
  • Driving animation curves with the Reaction controller
  • Rigging a camera-facing matte painting
  • Aligning a camera to a background with Perspective Match
  • Projecting a photo to proxy geometry with Camera Map
  • Automation with wire parameters and manipulators
  • Converting scenes for different renderers
  • Rendering light groups with Arnold AOVs
  • Graphing scene conditions with State Sets Compositor
  • Introduction to 3ds Max Fluids
  • Modeling with the Motion Field Space Warp
  • Non-destructive model adjustment with Linked Xform
  • Animating sub-objects with Linked Xform
  • Customize and cycle Path Constraint animation
  • Generate complex motion with Waveform Controllers
  • Illuminate a scene with an Arnold Mesh Light
  • Shading with Maya maps in 3ds Max
  • Varying shader properties by object with Arnold Color Jitter
  • Render a mesh object with Arnold Standard Volume
  • Render a Point Cloud object
  • Setting track value boundaries with a limit controller
  • Drawing curves with Freehand Spline
  • Correcting intersections with Spline Overlap
  • Reducing curve detail with Optimize Spline
  • Resampling curves with Normalize Spline
  • Soft-selecting curves with Spline Influence
  • Blending curves with Spline Morph
  • Combining splines with shape Booleans
  • Approximating global illumination in Arnold
  • Rendering proxies with Arnold procedurals
  • Introduction to the Open Shading Language map
  • Basic syntax of Open Shading Language
  • Declaring OSL input and output parameters
  • Generating a fractal noise pattern in OSL
  • Iterating a for loop in OSL
  • Using the if… else conditional statement in OSL
  • Managing OSL file assets and paths
  • Accelerate Arnold rendering with adaptive sampling
  • Texturing with the Advanced Wood procedural map
  • Art directing the Advanced Wood texture map
  • Setting a fluid initial state
  • In-camera compositing with Camera Map modifier
  • Creating animation layers
  • Collaborate online with shared views
  • Rendering iridescence with Arnold Thin Film
  • Loading and saving fluid presets
  • Introduction to 3ds Max Interactive
  • Building a motion graphics rig with Data Channel
  • Creating custom project folder structures
  • Open Shading Language code editor tips and tricks
  • Spawning particles from a 3D map
  • Rendering a starfield
  • Faking GI with an Arnold ambient occlusion filter
  • Modeling with the animation Snapshot tool
  • Rendering particles with Arnold Standard Volume
  • Render Arnold volume with physical values
  • Volume indirect global illumination in Arnold
  • Removing polygon detail with Freeform Optimize
  • Transform and retime a cache with Fluid Loader
  • Rendering motion blur in Arnold
  • Drawing splines on an editable poly
  • Sketching freeform topology over a polygon mesh
  • Animating effects with Data Channel Decay
  • Animating controllers in the Material Editor
  • Painting a vertex color mask with VertexPaint
  • Drawing polygon freeform strips
  • Extruding polygon freeform branches
  • Interactive ActiveShade in a viewport
  • Fluid data channels
  • Displaying fluid data channels
  • Assigning UVW coordinates in an OSL network
  • Using named coordinate spaces in Open Shading Language (OSL)
  • Shadow group exclusion with Arnold properties
  • Erasing materials with MAXScript or UVW Remove
  • Understanding Fluid Churn and Vorticity channels
  • Rendering Fluid channels with Arnold User Data
  • Keyframe quantization and sub-frame editing with Snap Keys
  • Importing a CAD solid model as a Body Object
  • Solid model subtraction and intersection with Body Cutter
  • Solid model union with Join Bodies
  • Denoising an Arnold rendering
  • Interactive Update in the animation Curve Editor
  • Curve Editor view menu: Tips and tricks
  • Editing animation curves with the Region Keys tool
  • Combining data channels of Fluids
  • Shading per object with OSL Random by Index
  • Layering materials of Fluids
  • Render particles as Arnold primitives
  • Render PFlow particles with Arnold Shape
  • Remapping colors with Arnold Ramp RGB
  • Rendering contours with Arnold Toon
  • Mapping Arnold Toon base color
  • Controlling preview quality
  • Adding information overlays to a preview with MAXScript
  • Modeling with the updated Chamfer modifier
  • Applying a chamfer using edge weight and depth
  • Baking a map to a mesh with Assign Vertex Color
  • Generating cavity and occlusion maps with Render Surface Map
  • Baking multiple vertex color channels with VertexPaint
  • Compositing vertex color in a shading network
  • Optimizing geometry with the MultiRes modifier
  • Improving viewport performance with the Substitute modifier
  • Constructing a lighting assembly
  • Wiring parameters in a lighting assembly
  • Measuring with tape helper, the Measure Distance tool, and the Measure utility
  • Display panel tips and tricks
  • Quickly adjusting transforms and pivot point with the Transform Toolbox
  • Stacking objects with Select and Place
  • Managing objects and sub-objects with selection sets
  • Referencing scenes with containers
  • Changing inherited container content with Edit in Place
  • Locking and unlocking container parameters
  • Editing unlocked container parameters
  • Projecting splines onto surfaces with ShapeMerge
  • Analyzing and correcting mesh geometry with xView
  • Keyframing sub-objects with the Master Point controller
  • Managing scene materials with Material Explorer
  • Defining a temporary transform center with working pivot
  • Customizing keyboard shortcuts with Hotkey editor
  • Stylized rendering with OSL Halftone Dots map
  • Incorporating scene lighting in a shading network
  • Incorporating render resolution in a shading network
  • Situating geometry within an OSL HDRI environment
  • Studio lighting with HDRI lights map
  • White balance and exposure with an Arnold camera filtermap
  • Rasterizing maps with bake to texture
  • Advanced baking with bake to texture
  • Baking to physically based renderer (PBR) materials for export
  • Production rendering with Quicksilver hardware
  • Varying textures with OSL Randomized Bitmaps
  • Deforming a particle system with the Mesher compound object
  • Set up Arnold render passes with AOV Manager
  • Animating multiple tracks with Parameter Collector
  • Improving edge smoothing with Weighted Normals modifier
  • Rendering a cutaway with the Arnold Clip Geo material
  • Advanced procedural noise with Uber Noise map
  • Rendering polygon edges with OSL Wireframe map
  • Art directing the OSL Wireframe map
  • Introduction to MassFX Rigid Body dynamics
  • Setting up a MassFX Rigid Body simulation
  • Controlling a MassFX Rigid Body simulation
  • Fine-tuning a MassFX Rigid Body simulation
  • Automating secondary animation with the Flex modifier
  • Keyframing modeling commands with the Edit Poly Animate mode
  • Generating UVs with OSL projection maps
  • Retiming all keyframes in a scene with the world track
  • Snapping surfaces dynamically with MCG Ray Constraint
  • Complex sub-object selections with the Selection ribbon
  • Adding polygon edges with Paint Connect
  • Manipulating sub-objects without changing mapping with Preserve UVs
  • Hiding geometry based on distance with Viewport Clipping
  • Navigating a scene with walkthrough mode

Taught by

Aaron F. Ross

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