Confidently follow learning paths that help you develop the right skills in the right order to achieve your goals.
Someone who is just getting started using 3ds Max needs to understand the essential tools and workflows involved when modeling environments in 3ds Max. Understanding the core fundamentals of modeling will allow users to apply their knowledge to any industry that involves 3d modeling. 3ds Max is widely used in the film, games and archviz industries today. While each industry may use 3ds Max a little bit differently, the core tools and workflows are virtually the same. This Learning Path will explore those core fundamentals of modeling for set props and environments.Get Started
3d Generalist, 3d Modeler, Environment Artist, Maya, Cinema 4D, MODO
This first section of courses will give a solid foundation of the core modeling tools of 3ds Max that can be built upon as the path progresses. This section focuses on the core modeling tools a modeler will use on every single project.
Welcome to the Quick Start to Modeling in 3ds Max, a series of specially constructed courses meant to be followed in sequence and which include valuable exercises to reinforce learned concepts. We'll go through 3ds Max Modeling in a very methodical, step-by-step way, making sure to cover the tools and techniques that are most important in enabling you to get up and running quickly. Each volume of a Quick Start will build upon the previous volume, enabling us to progressively build up a complex project into a finished state. In this initial volume, we'll cover the basics of modeling in 3ds Max. We'll discuss the box modeling technique and begin getting acquainted with the most commonly used tools for modeling in 3ds Max. We'll learn the why of every modeling decision we make and also learn about which tools would be more appropriate to use in certain situations. In the end, we'll end up with a basic dumpster prop that we will add to our final narrative scene at the end of this Quick Start course. While following along with these lessons and building a project together will provide you with valuable knowledge, the real power comes from being able to take the techniques you've learned and apply them in a different way to your own work. With this in mind, you'll be presented with an assignment immediately following each volume. These assignments will challenge you to take the skills that you've learned in a particular volume and apply them to a different asset. Software required: 3ds Max 2014.
In Volume 2 of the Quick Start to Modeling in 3ds Max, we'll build on the concepts covered in volume 1. We'll start by talking about polygon modeling, also known as edge modeling techniques. We'll discuss how using this technique will allow us to have more control over the topology and how to get the exact details we want out of our models. We'll also cover techniques that will allow us to begin saving time in our modeling. We'll find that using this technique can propose some challenges when trying to model using quads exclusively, and we'll learn many methods for overcoming those challenges. In the end, we'll have another prop to add to our narrative scene. These courses are designed to be taken in sequence, so we really encourage you to start with Volume 1 before continuing with this section. We also encourage you to take advantage of the assignments that follow each volume. These assignments will allow you to take what you've learned and apply those tools and techniques to your own projects. Learn more about the Quick Start to Modeling in 3ds Max.
In this series of 3ds Max tutorials, we will discuss the concepts, techniques, and tools involved in modeling props, environments, and sets. When building computer generated models for games, film, or broadcast, believable environments, props, and sets are a vital component. The environment sets the stage for the story to play out and can be comprised of hundreds of assets organized into multiple set pieces. Props and environment models are more forgiving regarding their topology because they rarely need to deform. They do present their own challenges however. In this course we will talk about some of those specific challenges environment modelers will face as they start out. We'll talk about different modeling methods and how our approach to smoothing the models affects the workflow we use. We'll also talk about cleaning our assets and creating an organized hierarchy within our scenes. We'll also cover some modeling tips like using modifiers or breaking down repeated objects into manageable sections. In the end you'll have a head start on creating and dressing your own environment models and sets. Software required: 3ds Max 2013.
In this 3ds Max tutorial, we will discuss the improved workflows and tools that 3ds Max has to offer in the UV Editor. Then we'll discuss the different projection map types and some possible situations of when to use the correct map type. We'll learn how to use the powerful UV mapping tools like Stitch, Relax, Flatten Mapping, Target Welding, and Break. UV mapping is going to be essential for anyone who loves 3d modeling because it's going to allow us to create our very own custom textures to apply to our 3d models. Software required: 3ds Max 2012.
After getting a solid understanding of many of the common modeling tools in 3ds Max, you're ready to put that knowledge to use in a variety of practical projects. This section of tutorials will take you through several projects intended to sharpen your modeling workflows and habits and expand your knowledge of the software. You'll learn how to model hard surface and organic models and discover how to approach each type.
Modeling complex objects and creating compelling scenes can sometimes be a very difficult task. In this course, you will be able to follow the whole creation process of a complete modern living room interior. In this course, Interior Modeling Techniques in 3ds Max, you will learn how to create geometry using lines and how to manage complex assets. You will understand the proper use of different tools to achieve good results quickly, and also what are the best practices when creating a scene that is both realistic and render-ready. Once you are finished with this 3ds Max course, you'll not only have a complete scene done but also will be able to apply the tools and practices seen here in your own projects. Software required: 3ds Max 2014 or higher.
In this 3ds Max tutorial, we'll learn how to design modular structures for video games. Without modularity, many games would require many more resources to be made. We'll cover how to anticipate the needs of your modular structure and how to quickly detail out our design in 3D. By the end of this 3ds Max training, you'll be more knowledgeable in the principles of modularity and will understand how to design your own modular structure for games. Software required: Photoshop CC, 3ds Max 2014.
In this course, we'll look at methods for modular modeling inside 3ds Max. When it comes to creating believable game art, detail and structure are important. With that in mind, we'll cover a detailed process to ensure our model has a final look that'll transition well. We'll also make sure our models will work later in the process, such as baking and detailing in ZBrush. By the end of this 3ds Max tutorial, you'll understand the subdivision modeling practices needed to finish out your own modular structure for games. Software required: 3ds Max 2014.
The final section of this path will move away from individual projects, and focus more on the overall guiding principles and theories that govern good modeling skills. You will gain a deeper understanding of the principles behind analyzing concept art, translating that concept art to 3d, and overcoming challenging shapes. By the time you finish this section, you should be ready to approach almost any 3d modeling project with a high degree of confidence.
In this Skill Builder 3ds Max tutorial, we'll talk about the process of interpreting different shapes and creating geometry in efficient ways. Going through tutorial projects step by step is a really powerful way to learn the different modeling tools and techniques. We can see how those tools work as you follow along and create a specific model with your tutor. In the end, you will have created a specific model, but the real magic comes from being able to mentally break apart the different kinds of shapes you will encounter and find efficient methods for building those shapes - taking what you've learned and being able to apply those techniques to a different one. Now this knowledge and adaptability only comes from practice and experience with dealing with those situation as they arise. To simulate this, you'll be presented with a series of small modeling exercises. Each exercise consists of three lessons. The first lesson will be a review, where we will discuss a particular technique or workflow using a particular model. For the second lesson, we'll use a completely new model and provide instructions on how to come up with a solution for the exercise. Finally, in the third lesson, we'll discuss a possible solution for the previous exercise. Each exercise contains a series of hints but we encourage you not to look at those if you can help it. These exercises are your opportunity to practice what you've learned and gain the confidence that only comes from repetition and being able to address any issue that may come up. Get started today or learn more about Skill-Builder tutorials. Software required: 3ds Max 2014.
In this Maya tutorial, we'll learn some key fundamental concepts for modeling with polygons. We'll cover troubleshooting your models, breaking down shapes into basic forms, and using primitives to create more complex forms. We'll also discuss correct edge flow, geometry amount, edge tension, and some really great tips and tricks. By the end of this Maya training, you'll have a greater understanding of creating and troubleshooting correctly-formed geometry. Software required: Maya 2015.
In this Maya tutorial, we'll learn some key fundamental concepts for modeling polygonal forms. We'll be modeling some basic examples with each designed to challenge you in a specific area of modeling. These concepts can then be applied to any model that you are working on. We'll cover troubleshooting your models, breaking down forms into basic shapes and using primitives to create more complex forms as well as identifying primary, secondary, and tertiary forms. We'll also discuss correct edge flow, geometry amount, edge tension, some really great tips and tricks and understanding your place in the production pipeline. By the end of this Maya training, you'll have a greater understanding of creating correctly formed geometry and how to troubleshoot if issues arise. This tutorial is done using Maya, but any preferred 3D modeling application can be used as the focus is more on workflows and best practices, than software or tools. Software required: Your Preferred 3D Application.