3ds Max Tutorial
3ds Max Tutorial
3DS Max
Basic introduction to 3ds max
2016
interface
top front
left perspective
viewport adjustments/managements
general settings basic model manipulation tools layering tools rendering tools
toolbar functions
rotate
e
r
scale
Q w
select object move
basic shortcuts
world axis of 3ds max indicating
the xyz directions
xyz worldspace
general layer settings
objects/visibility
display/filter toggle
layers
to orbit around 3ds max, simply click and drag
the viewcube as highlighted below
shortcuts
orbit: alt + middle mouse (scroll) button
manoeuvring
basic primitives
main window where objects/primitives
lights, camera's etc. are created
basic primitives
1. for box primitive simply click and drag
mouse cursor on top view as shown. once for a more controlled creation or adjust-
created you can release the cursor ment to the primitive, you can type in desired
dimensions into "parameters" to edit the shape
or simply type in dimensions into "keyboard
2. once the footprint or plan of the shape is
entry" to immediately create desired shape
created, 3ds max will get you to create the
with wanted dimensions
height. simply estimate desired height by mov-
ing cursor up or down and click to finalise
importing
for this example we will import an object
from rhino. The file type needed is a .obj
file. once opened a window with options will
open up. simply tick the appropriate boxes
then press simply press "import".
note:
when importing .obj files from rhino, tick
the "flip zy-axis" option to ensure model
is right side up. in rhino and 3ds max the
vertical axis is different
importing example
exporting options are also diverse.
you can export files from 3ds max
to illustrator, autocad, rhino, 3d
printing etc.
exporting
for this example we will
export an object to rhino.
the file type needed is a .obj
file. once opened a window
with options will open up.
simply tick the appropriate
boxes then press simply press
"export".
note:
when exporting .obj files to rhino, tick the
"flip zy-axis" option to ensure model is right
side up. in rhino and 3ds max the vertical
axis is different
exporting example
basic modifiers
2. select modifier tab
1. select object/primitive
editing poly/primitive
note:
when manipulating points you can either use the
xyz axiz for a more control or simply click and
drag with mouse
other modifiers
modifier stack keeps track of all the changes made
to the selected object. it is very similar to the
layering within photoshop where each adjustment is
a separate layer. each change can also be turned
on or off via visibility or deleted
modifier stack
animation and rendering
note:
there are two methods to creating key-
frame animation in 3ds max; auto key and
set key which will be explained below
keyframe animation
note:
auto key automatically sets keys for each change made so
make sure you edit the timeline first then change your objects
orientation/position
materiality
once a material is chosen e.g.
concrete, select the object
you want to have this material
and select "assign material to
selection" as highlighted
materiality
there are two ways to create a light source in
3ds max. first is through the top menu bar. the
other method is through the creation tab on the
right side of the screen. for example we will use
the target directional light
note:
make sure when choosing the type of light, the
standard one is selected
lighting
for example to create the tar-
get spotlight simply click where
the light source is wanted and
drag towards the object. you
can modify both the source and
target or each one individually
later on via move tool
lighting
there are two ways to create a camera in 3ds
max, just like lighting. first is through the top
menu bar. the other method is through the cre-
ation tab on the right side of the screen. for
example we will use the standard target camera
camera
to look at the view from the
creating the camera is very camera created simply click on
similar to lighting. simply click the view e.g. "perspective" and a
where the camera is wanted and menu will pop up as seen below.
drag towards the object. you hover over cameras and select
can modify both the source and the camera lens you want to
target or each one individually look through
later on via move tool
camera
to render an animation select
"range" to render specific frames
you want, "active time segment" for
the entire timeline or "frames" for a
chosen batch you want rendered.
note:
shortcut to open render setup is f10
rendering animation
other things to change/keep in mind
will be the renderer located at the
top and bottom of the pop up window,
the view you want rendered, the size
of the image and where to save your
render which is also where you can
save the animation as a video
rendering animation
production rendering is very similar
to animation rendering. the only dif-
ference is ticking the "single" frame
output
production rendering