3ds Max 2026 Essential Training
13h 34mBeginner2025-04-16
Authors

Aaron F. Ross
3D Expert, Video Producer, and Teacher
Course details
3ds Max is best known for its modeling and rendering tools. These strengths come into play in architecture, manufacturing, game development, industrial design, and motion graphics. There are dozens of features and techniques to master, from modeling and texturing to lighting and rendering. This course covers 3ds Max from the ground up, providing an overview of the entire package as well as essential skills that 3D artists need to create professional models and animations.
Learn how to get around the 3ds Max interface and customize it to suit your preferences. Discover how to model different objects using splines, polygons, and subdivision surfaces as well as how to construct hierarchies, add cameras and lights, and animate with keyframes. Instructor Aaron F. Ross also takes an in-depth look at materials and texture mapping, along with options for rendering engines such as Quicksilver.
Learn how to get around the 3ds Max interface and customize it to suit your preferences. Discover how to model different objects using splines, polygons, and subdivision surfaces as well as how to construct hierarchies, add cameras and lights, and animate with keyframes. Instructor Aaron F. Ross also takes an in-depth look at materials and texture mapping, along with options for rendering engines such as Quicksilver.
Skills covered
3ds Max3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingVisualization and Real-TimeEssential TrainingAECProduct and ManufacturingAnimation and Illustration
Concepts
0. Introduction
- 01 - Introducing 3ds Max 2026
- 02 - Using the exercise files
- 03 - Setting preferences
- 04 - Using project folders
1. 3ds Max Interface
- 05 - Getting familiar with the interface
- 06 - Creating primitives
- 07 - Position, rotate, and scale objects
- 08 - Navigating in viewports
- 09 - Orbit and viewport undo
- 10 - Accelerate workflow with hotkey shortcuts
- 11 - Choosing viewport shading modes
- 12 - Configuring viewport layouts
2. Scene Setup
- 13 - Specifying units of measurement
- 14 - Defining the home grid
- 15 - Saving a maxstart.max template scene
- 16 - Merging scenes
3. Managing Objects
- 17 - Outlining object names with Scene Explorer
- 18 - Managing objects with Scene Explorer
- 19 - Duplicating forms with Array modifier
- 20 - Duplicating objects with Clone
- 21 - Collecting objects in a group
- 22 - Managing display layers in the Layer Explorer
- 23 - Using Isolate Selection and Lock Selection
4. Transforming Objects
- 24 - Selecting in window and crossing modes
- 25 - Moving objects in reference coordinate systems
- 26 - Rotating objects in reference coordinate systems
- 27 - Choosing a transform center
- 28 - Transform center reference coordinates
- 29 - Introducing snap
- 30 - Precision transforms with grid snap
5. Spline Modeling
- 31 - Creating shapes
- 32 - Editing Bezier splines
- 33 - Setting shape detail with interpolation
- 34 - Modeling with the Extrude modifier
- 35 - Extruding along a path with the Sweep modifier
- 36 - Importing Illustrator paths to 3ds Max
- 37 - Adding a Bevel modifier
- 38 - Modeling typography with TextPlus
6. Parametric Modeling
- 39 - Deforming an object with a modifier
- 40 - Layering deformers in the modifier stack
- 41 - Defining polygon-level detail
- 42 - Passing a selection up the stack
- 43 - Understanding topology dependence
- 44 - Versioning parametric assets
7. Polygon Modeling
- 45 - Combining meshes with Boolean modifier
- 46 - Adding edges with Quickslice
- 47 - Adding edges with Cut
- 48 - Hard and soft edges with Smooth modifier
- 49 - Using the Modeling ribbon
- 50 - Branching with Editable Poly Extrude
- 51 - Detailing a mesh
- 52 - Grow and convert sub-object selections
- 53 - Rounding corners with Chamfer
- 54 - Optimization with the Retopology modifier
8. Subdivision Surface Modeling
- 55 - Understanding subdivision surfaces
- 56 - Modeling with the Symmetry modifier
- 57 - Modeling curvature with Soft Selection
- 58 - Refining geometry with Swift Loop
- 59 - Sub-object transform constraints
- 60 - Correcting a seam with Align to Grid
- 61 - Preserving polygon count with Edge Crease
9. Camera Techniques
- 62 - Understanding camera types
- 63 - Creating a Physical Camera
- 64 - First-person camera navigation
- 65 - Enabling safe frames
- 66 - Setting render resolution and aspect ratio
- 67 - Rotating in Gimbal coordinate space
- 68 - Emulating a tripod with rotation axis order
10. Practical and Studio Lighting
- 69 - Rendering in the viewport
- 70 - Creating photometric lights
- 71 - Adjusting intensity and color
- 72 - Enabling exposure control
- 73 - Adjusting light shape and distribution
- 74 - Controlling spotlight parameters
- 75 - Using the Light Explorer
11. Environment Lighting
- 76 - Illumination with an environment color
- 77 - Illumination with an HDRI environment
- 78 - Separating the environment from the background
- 79 - Creating a Sun and Sky
- 80 - Art directing Sun and Sky parameters
12. Materials
- 81 - Render setup for materials
- 82 - Using the Slate Material Editor
- 83 - Assigning materials to objects
- 84 - Changing the node display and graph layout
- 85 - Managing scene materials
- 86 - Managing sample slots
- 87 - Saving a material library
- 88 - Physical Material basic parameters
- 89 - Physical Material reflection parameters
13. Mapping
- 90 - Material shading in the viewport
- 91 - Creating a 3D procedural map
- 92 - Mapping bitmap image files
- 93 - Restoring links with Asset Tracking
- 94 - Projecting UVs with the UVW Map modifier
- 95 - Using real-world map size
14. Hierarchies
- 96 - Understanding hierarchies
- 97 - Transforming pivot points
- 98 - Prioritizing rotation axes
- 99 - Linking objects
- 100 - Locking transforms
15. Animation Essentials
- 101 - Setting frame rate in Time Configuration
- 102 - Viewport playback options
- 103 - Creating keyframes in Auto Key mode
- 104 - Creating keyframes in Set Key mode
- 105 - Best practices for Set Key mode
- 106 - Editing timing in the Track Bar timeline
16. Animation Editing
- 107 - Navigating in the Dope Sheet
- 108 - Editing keyframes in the Dope Sheet
- 109 - Navigating in the Curve Editor
- 110 - Editing keyframes in the Curve Editor
- 111 - Changing interpolation type
- 112 - Manipulating keyframe tangents
- 113 - Editing a trajectory with Motion Path
17. Rendering
- 114 - Choosing a renderer
- 115 - Preparing to render with Quicksilver
- 116 - Quicksilver options
- 117 - Rendering an image sequence
Conclusion
- 118 - Next steps
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