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3ds Max Course
From 4 to 360h of flexible workload

3ds Max Course

Master 3ds Max from the ground up and gain the skills studios and clients actually hire for. This course covers modelling, texturing, lighting, rendering, animation, and real-world pipeline workflows in one complete package. Whether you are targeting architectural visualisation, game asset production, or motion graphics, you will finish with a professional portfolio and the technical confidence to deliver.

What you will learn:

You will start by mastering the 3ds Max interface, then move through spline and polygon modelling, UV unwrapping, and physically based materials. The course covers professional lighting rigs using HDRI and photometric lights, plus production rendering with both Arnold and V-Ray. You will build keyframe animations, set up bone rigs with IK solvers, and simulate particles and cloth. Architectural visualisation workflows, game asset export pipelines, and MAXScript automation are also included. By the end, you will have the skills and portfolio pieces to compete for real industry roles.

How you study in practice 3ds Max Course

How you practise 3ds Max Course

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Course content

8 Chapters40 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Introduction to 3ds Max Interface

  • Lesson 1 • Workspace Layout and Panels

    Covers the main menu, toolbars, command panel, and viewport arrangement. Establishes spatial awareness of where every tool lives within the interface.

  • Lesson 2 • Scene Explorer and Object Selection

    Introduces the Scene Explorer hierarchy panel and selection methods for objects. Connects object management skills to efficient scene organisation.

  • Lesson 3 • Units, Grids, and Snapping

    Configures measurement units, grid spacing, and snap settings for precise modelling. Accurate setup here prevents scaling errors in all subsequent work.

  • Lesson 4 • File Management and Project Setup

    Covers saving, merging, importing, and organising project asset folders. Proper file hygiene ensures portability and team collaboration from the start.

  • Lesson 5 • Viewport Navigation Techniques

    Teaches orbit, pan, zoom, and perspective controls using mouse and keyboard shortcuts. Enables fluid movement through 3D scenes without losing orientation.

Chapter 2See details

Primitive Modelling and Object Transforms

  • Lesson 1 • Move, Rotate, and Scale Tools

    Teaches axis-constrained transforms using the gizmo and numeric input fields. Precision transforms are the foundation of all modelling and scene assembly.

  • Lesson 2 • Standard and Extended Primitives

    Explores all built-in primitive types and their creation parameters. Provides the geometric vocabulary needed for rapid scene blocking.

  • Lesson 3 • Object Alignment and Distribution

    Uses the Align tool and spacing tools to position objects relative to each other. Builds skills for constructing structured, symmetrical scene layouts.

  • Lesson 4 • Modifiers Stack Introduction

    Introduces the modifier stack concept using Bend, Taper, and Twist modifiers. Understanding the stack is essential before advancing to mesh editing.

Chapter 3See details

Spline Modelling and Lofting

  • Lesson 1 • Sweep and Renderable Splines

    Uses the Sweep modifier and renderable spline settings for quick profile-based geometry. Complements lofting for architectural trim and cable modelling.

  • Lesson 2 • Extrude and Bevel Modifiers

    Converts closed splines into 3D geometry using Extrude and Bevel modifiers. These modifiers are the fastest path from 2D drawings to solid objects.

  • Lesson 3 • Lathe Modifier for Revolved Shapes

    Revolves a profile spline around an axis to create symmetrical 3D forms. Ideal for vases, columns, and any rotationally symmetric object.

  • Lesson 4 • Loft Compound Object Workflow

    Sweeps one or more cross-section shapes along a path spline to build complex geometry. Lofting enables pipes, roads, mouldings, and freeform tubular structures.

  • Lesson 5 • Drawing and Editing Splines

    Covers Line, Rectangle, Circle, and Text splines with vertex-level editing. Spline control is the prerequisite for all shape-based modelling techniques.

Chapter 4See details

Polygon Modelling Fundamentals

  • Lesson 1 • Converting to Editable Poly

    Explains conversion methods and the five sub-object levels of Editable Poly. This is the gateway to all direct mesh editing in 3ds Max.

  • Lesson 2 • Vertex and Edge Editing Tools

    Covers Weld, Target Weld, Connect, Chamfer, and Loop selection at vertex and edge levels. Clean edge flow starts with mastery of these fundamental operations.

  • Lesson 3 • Polygon Editing Operations

    Applies Extrude, Inset, Bevel, and Bridge at the polygon level to build surface detail. These operations are the core sculpting verbs of hard-surface modelling.

  • Lesson 4 • Symmetry and ProBoolean Modelling

    Uses the Symmetry modifier and ProBoolean compound object to accelerate modelling. Symmetry halves modelling time; Boolean operations cut, join, and intersect geometry.

  • Lesson 5 • TurboSmooth and MeshSmooth

    Applies subdivision smoothing and controls crease sharpness with supporting edge loops. Smoothing is the final step that transforms blocky meshes into organic forms.

Chapter 5See details

Materials, Textures, and UV Mapping

  • Lesson 1 • Physical Material and PBR Workflow

    Configures the Physical Material shader with base colour, roughness, metalness, and IOR. PBR workflow ensures materials look correct across all lighting conditions.

  • Lesson 2 • Slate Material Editor Overview

    Navigates the node-based Slate editor to create, connect, and assign materials. Node-based thinking here prepares students for advanced shader networks.

  • Lesson 3 • UV Unwrapping with Unwrap UVW

    Applies the Unwrap UVW modifier to flatten mesh surfaces for accurate texture projection. Proper UV layout eliminates stretching and seam artifacts on rendered surfaces.

  • Lesson 4 • Bitmap Textures and Map Channels

    Loads bitmap images into diffuse, bump, normal, and specular map slots. Correct map channel assignment is critical for realistic surface detail.

  • Lesson 5 • Procedural Maps and Map Mixing

    Uses Noise, Gradient, Falloff, and Mix maps to build complex material effects without bitmaps. Procedural maps scale infinitely and require no UV layout.

Chapter 6See details

Lighting and Camera Setup

  • Lesson 1 • HDRI Environment Lighting

    Uses high-dynamic-range images as environment maps for image-based lighting. HDRI provides realistic ambient light and reflections with minimal setup.

  • Lesson 2 • Shadow Types and Light Linking

    Compares ray-traced, area, and shadow-map shadows and configures light-to-object linking. Shadow quality and selective illumination define scene mood and realism.

  • Lesson 3 • 3ds Max Light Types Overview

    Surveys standard, photometric, and Arnold light types and their real-world equivalents. Choosing the right light type is the first decision in any lighting setup.

  • Lesson 4 • Physical Sun and Sky System

    Configures the Physical Sun and Sky environment for accurate daylight simulation. Sun angle, turbidity, and sky model settings drive exterior lighting realism.

  • Lesson 5 • Physical Camera and Composition

    Sets up the Physical Camera with focal length, aperture, shutter speed, and ISO. Camera parameters directly affect depth of field and motion blur in renders.

Chapter 7See details

Rendering with Arnold and V-Ray

  • Lesson 1 • Render Setup and Output Settings

    Configures output resolution, frame range, file format, and render engine selection. Correct output settings prevent costly re-renders and format incompatibilities.

  • Lesson 2 • Render Elements and AOV Passes

    Outputs separate beauty, diffuse, specular, shadow, and Z-depth passes for compositing. Multi-pass rendering gives compositors full control over the final image.

  • Lesson 3 • V-Ray Core Settings and GI

    Configures V-Ray image sampler, global illumination engines, and light cache. GI settings determine indirect light accuracy and render speed trade-offs.

  • Lesson 4 • Arnold Renderer Core Settings

    Tunes Arnold sampling, ray depth, and denoising for noise-free production renders. Understanding sampling is the key to balancing quality and render time.

  • Lesson 5 • Network and Batch Rendering

    Submits jobs to Backburner or command-line batch rendering for multi-frame sequences. Distributed rendering is essential for animation and deadline-driven production.

Chapter 8See details

Animation Fundamentals and Rigging

  • Lesson 1 • Curve Editor and Motion Control

    Edits animation curves in the Curve Editor to control easing, overshoot, and timing. Curve editing transforms mechanical motion into natural, believable movement.

  • Lesson 2 • Inverse Kinematics Setup

    Configures HI and HD IK solvers on limb chains for goal-driven animation. IK allows animators to pose extremities naturally without rotating every joint manually.

  • Lesson 3 • Morph Targets and Facial Animation

    Uses the Morpher modifier to blend between mesh shapes for facial expressions and deformations. Morph targets are the standard technique for lip sync and expression animation.

  • Lesson 4 • Bones and Skin Modifier

    Creates a bone hierarchy and binds mesh geometry using the Skin modifier with envelope weighting. Skin binding is the foundation of all character deformation rigs.

  • Lesson 5 • Constraints and Controllers

    Applies Path, LookAt, and Attachment constraints to automate object motion. Constraints reduce manual keyframing and enforce spatial relationships between objects.

  • Lesson 6 • Keyframe Animation Basics

    Sets transform keyframes using Auto Key and Set Key modes on the timeline. Keyframing is the universal animation language that all subsequent techniques build upon.

Certification
Certification

Your valid completion certificate

This course is for you:

  • Aspiring 3D artist: wants to break into the industry with real tools.

  • Architecture student: needs to visualise designs beyond CAD drawings.

  • Graphic designer: ready to expand skills into three-dimensional creative work.

  • Game developer: requires optimised, engine-ready assets built from scratch.

  • Career changer: transitioning from an unrelated field into 3D production.

  • Freelancer: looking to add high-demand visualisation services to their offerings.

What our students say

Feedback from those who have already studied with us:

Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos really help with learning.
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André FelipePrompt Engineering Student

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