3DS Max main image

3DS Max for Architects and Interior Designers

This is Level 1. 3DS Max on Steroids.

Training and Certifications (Add to Waiting List, Find it under Architecture Design.)

Duration: 36 to 40 hours

Teaching Methodology: Hands-on


In this course, students learn how to use 3D Studio Max to model, apply the material, add lights and cameras, render still images, and animate architectural or interior scenes. Scenes could be imported from AutoCAD as 3D or as 2D and fully modeled in Max.

Although this course is titled for architects and interior designers, it provides the fundamental knowledge for anyone who wishes to use 3DS Max. The end of the course focuses on the architect and interior aspects of the software.


In this course, participants learn how to:

  • Use the Interface
  • Use Selection and Transformation Tools
  • Create and Modify Mesh Objects
  • Create and Modify Poly Objects
  • Create Complex Architectural Objects
  • Import AutoCAD 2D Files and Model in Max
  • Organize AutoCAD Files Using Layers and Plines
  • Import Plines from AutoCAD Files to Create 3D Objects in Max
  • Use Standard Lights
  • Create a Night View Using Photometric Lights
  • Create Daylight Systems
  • Add and Modify Cameras
  • Create a Basic Animation
  • Create, Get, Modify, and Save Materials
  • Import a 3D Hut from AutoCAD to Assign Materials, Add Backgrounds, and Render
  • Walkthroughs and Camera Movements


Architects, interior designers, decorators, graphic designers, artists, animators, TV graphic designers, art directors, and anyone interested in creating 3D presentations. This course provides the base knowledge for higher-level courses such as V-Ray, Max Modeling, Max Animation, Lighting, Lumion, etc.


AutoCAD 2D and Photoshop are essentials if you want to gain proficiency in architectural modeling and rendering. During this course, you will use readymade AutoCAD files to model in Max. You may learn AutoCAD 2D and Photoshop in parallel with this course or later on.


Training Course Description
3DS Max 1 For Architects and Interior Designers
3DS Max 2 Vray Rendering, Lighting, and Material
3DS Max 3 Vray Advanced
3DS Max 4 Advanced Modeling for Architects
3DS Max 5 Project Production
3DS Max 6 Animation
3DS Max 7 Materials/Texture
3DS Max 8 Digital Lighting
3DS Max 01
3DS Max 02
3DS Max 03
3DS Max 04


01 - The Interface

  • Customize: Custom Defaults Switcher - Max.Legacy
  • The Default Workspace, Manage Workspaces, Reset To Default State
  • Customize: Units Setup
  • The Command Panel
  • Zooming and Panning with the Mouse Wheel, ALT + Wheel to Orbit
  • The Select Object tool (Q), Deleting Objects, CTRL A
  • The Modify Panel
  • Rendering: Render Setup, Render

  • Units Setup - CM, File: Import
  • Import CAD (Rescale), Layer, Maximum Surface Deviation 0.1
  • Wireframe, Tools: Grids and Snaps, 100
  • CTRL A, Utilities, More, UVW Remove, Materials
  • Change Objects' Colors

  • The View Cube - Home, Orthographic, Perspective, Configure, + Menu: View Cube Menu
  • The Zoom Panel - ALT W, Orbit, Pan, Render, 2D Pan, Render, Pan
  • The Walk Through Navigation Mode, Perspective View, Arrow Keys
  • Autodesk Help - Walkthrough Navigation
  • Field-of-View, Default Shading: View Preferences, Z Zoom Extent
  • The Zoom Tool, Zoom All, Zoom Extents

  • Omni Lights, the Move Tool, Skylight 0.4
  • The Viewport Menu, +, Perspective, Viewport Layouts, Shading Modes, Filter
  • Selecting Objects, Right_Click to Activate a View
  • Viewport Shade Modes
  • Perspective, Orthographic, Top, and Other Views
  • Safe Frames
  • Rendering Setup to Control Safe Frame Size
  • Grids, + xView, Statistics, 7
  • The Steering Wheel, Viewport Configuration
  • Resizing Viewports, Resetting Layout
  • Customize: Preferences - Viewports, Display Drivers

  • Undo/Redo
  • Customize: Configure Project Paths - External Files
  • Adding Maps and Using the 3dsmax.mat Library
  • Applying Materials, Introduction to UVW Map, Length Width and Height
  • Download WinRAR in case you don't have it.
  • Download Lesson 01
The Interface

02 - Selection and Transformation Tools

  • Tools: Scene Explorer
  • Drawing Objects and Adding Omni Lights
  • Using the Explorer to Select, Hide/Display, and Freeze/Thaw Objects
  • Selecting/Deselecting Multiple Objects, SHIFT or CTRL, ALT
  • Customize: Preferences - Window/Crossing
  • The Bounding Box
  • Views: Active Viewport Settings - Preferences
  • Selection Types
  • Naming Objects
  • Selecting by Name, H
  • The Selection Filter

  • The Move Tool, W
  • The Transform Gizmo, Views: Show Transform Gizmo
  • Absolute/Offset Transform Modes
  • Object's Own Pivot, the Hierarchy Panel
  • Drawing a Door and Changing Its Own Pivot
  • Rotate, Scale, Move, Local and View Axis, Center to Object
  • Using the Pivot of the First Selected Object With Transformation Tools
  • Resetting the Pivot, Right-clicking of Spinners to Zero the Values
  • View and Local Coordinate Systems

  • Using the Working Pivot Instead of Objects' Own Pivots
  • Turn On Edit Working Pivot To Place Arbitray Pivot
  • Turn On Use Working Pivot to Tranform Object Around Working Pivot
  • Reset to Move the Working Pivot to the Pivot Location of the Selected Object
  • With multiple Selected Objects, Resetting the Pivot Position to the Last-Selected Object
  • Rotate (E) and Scale (R)
  • Select and Place
  • Moving Objects Along World, Local, View, or Working Axes

  • Open the Puzzle Cube
  • Object Snaps, S
  • Angle Snap, A
  • Percent Snap
  • Spinner Snap
  • Precision 3 Decimals
  • Selection Sets
  • Manage Selection Sets
  • Download Lesson 02
Selection and Transformation Tools

03 - Mirroring, Aligning, Grouping, and Cloning Objects

  • Mirroring Objects
  • Aligning Positions
  • Aligning Orientations
  • Drawing Objects Using AutoGrid
  • Normal Align

  • Group: Group, Ungroup, Open, Attach, Detach, Close, Explode
  • Using SHIFT with Transformation Tools to Clone Objects
  • CTRL+V to Clone Objects
  • The Modify Panel, Make Unique
  • Tools: Array
  • The Quad Menu, Isolate, Hide, Transform, Clone
  • Experimenting With CAD File from Lesson01
  • Download Lesson 03
Mirroring, Aligning, Grouping, and Cloning Objects

04 - Creating Precise Basic Architectural Objects

  • Creating Simple Walls and Doors
  • Aligning Doors with Walls
  • Lock Selection, SPACEBAR
  • Moving Doors Using Local Axis
  • Create: Objects, Compound Objects, Boolean
  • Creating Openings Using Boolean
  • Using the Modify Panel to Edit Boolean Objects
  • Modeling a Fire Hydrant (Basic)
  • Download Lesson 04
Creating Precise Basic Architectural Objects

05 - Creating a Restaurant Scene

  • Units, Grids, and Snaps
  • Modeling a Chair
  • Monitoring Statistics
  • Keeping Polygon Count Under Control, 7
  • Assigning Materials to the Chair Components
  • Grouping the Chair
  • Creating Three Additional Chairs Using Rotate and Mirror

  • Modeling a Table
  • The Material Editor, M
  • Modes: Compact Material Editor
  • Assigning Materials to the Table
  • Using the UVW to Correct Material Display
  • Grouping the Table
  • Placing the Table in the Center
  • Grouping the Table Set

  • Using Plane to Create the Floor
  • Assigning Checker Material to the Floor
  • Creating the Walls Using C-Ext
  • Assigning Bricks_Yellow Material to the Walls
  • Using UVW Box Map to Correct the Wall Material
  • Creating Roof and Assigning Material
  • Importing Objects from the www.bimobject.com Such as the Parco Table
  • Download Lesson 05
Creating a Restaurant Scene

06 - Introduction to Lighting, Cameras, and Animation

  • Creating an Omni Light
  • Activating Shadows
  • Adding a Skylight
  • Adding a Camera
  • Using Multiple Viewports to Position the Camera
  • Rendering Still Images, Area to Render, Output Size, Show Safe Frames
  • Render Output, TIF Vs. JPEG

  • Animating the Camera Movement
  • Introduction to Keyframes
  • Editing Keyframes
  • Rendering the Animation
  • Creating AVI or Quick Time Movie Files
  • Creating TGA Sequence of Images
  • Viewing Sequences Using Rendering: Compare Media in RAM Player
  • Download Lesson 06
Introduction to Lighting, Cameras, and Animation

07 - Introduction to Mesh Objects

  • Primitive Objects
  • Converting Primitives to Mesh Objects
  • Modifying Mesh Objects: Vertex, Edge, Face, and Polygon
  • Creating Stairs, Walls, Roofs, and Slabs Using Mesh Objects
  • The Editmesh Modifier
  • Meshsmooth
  • Building Stacks
  • Collapsing Stacks
  • Soft Selection

  • Modeling a Boat Anchor
  • Modeling a Candy Cane
  • Using the FFD 4x4x4, the FFD 3x3x3, and the FFD 2x2x2 to Modify Objects
  • Light Bulb

  • Modeling an Umbrella
  • Cylinder 0,0, 2cm, 100cm, Front View, Arc, Enable in Renderer and Viewport
  • Rectangular 2x2, Move Pivot to 0,0, SHIFT Rotate 45 deg, 1 Copy
  • Convert All to Poly, Attach
  • Select Facing Polygons, CTRL Double-click to Select Series, Bridge
  • SHIFT Rotate, 7 Copies, Select, Group
  • Cylinder R 3, H 1, H S 1, Cap S 1, Sides 32, to Poly
  • Select Every Fourth Side Polygon, Extrude 20, Move Up, Position
  • Use Line to Create Handle U Shape, Thickness 4, Fillet the Corners, Quad Cap
  • Create the Tip Using Cylinder with Taper
  • Download Lesson 07
Introduction to Mesh Objects

08 - Modeling Using Mesh Objects

  • Creating and Animating a Logo Using Text Shape, Extrude, and the FFD 4x4x4 Modifier
  • Textplus

  • Creating a Pool
  • Box, to Mesh, Shell
  • Water, Plane, Ripple, Wave

  • Slicing a Teapot
  • Designing Iron Plates, C Ext, Clone, to Mesh, Attach, Vertices, FFD 2x2x2
  • Download Lesson 08
Modeling Using Mesh Objects

09 - Poly Objects

  • 1. Difference Between Mesh Objects and Poly Objects
  • Box to Poly, the Modeling Ribbon, Sphere, to Poly
  • Selection, Vertex, Edge, Border, Polygon, Element
  • By Vertex, Backfacing, By Angle for Selecting Polygons, Grow, Shrink
  • Loop ALT L or Double-click an Edge, Ring ALT R, CTRL/ALT Click Spinners
  • Preview, SubObj, CTRL to Highlight Polys + Left Click to Select

  • 2. Soft Selection, Plane, to Poly, CTRL M, Vertes, Falloff, Pinch, Bubble, Lock
  • Paint, Paint Options, Blur to Blur Selection Edges
  • Use a Sphere to Create a Bullet

  • 3. Edit Vertices
  • Remove Vs. Delete, Break, Weld, Weld Threshold, Target Weld
  • Extrude by Dragging or by Settings, Chamfer, 2 Vertices + Connect
  • Isolated Vertices, Weight to Pull Adjacent Vertices with TurboSmooth
  • Vertex Color, Display Panel + Check Vertex Colors, Object Properties
  • Intro to Vertex Paint Modifier
  • Autodesk Help - Edit Vertex

  • 4. Edit Edges
  • Insert Vertex, Remove (Hidden Edge), Loop + Split to Create New Element
  • Extrude by Dragging Up Down Left Right, 2 Edges Weld, Chamfer (Fillet)
  • Bridge to Create Bridges of Polys Between Edges, Target Weld
  • Connect Multiple Edges, Create Shape, Weight with TurboSmooth
  • Crease 1 = Edge Is Not Affected by TurboSmooth
  • Edit Tri. to Change Faces by Clicking on Vertices, Turn + Click Dotted Edges
  • Border Cap Option
  • Autodesk Help - Edit Edge

  • 5. Edit Polygons
  • Insert Vertex, Extrude Settings, Group, Local Normal, by Polygon
  • Outline, Bevel, Inset, Bridge, Flip, Hinge + Pick Edge Button, Edge Maybe Away
  • Draw a Spline, Select Polygon, Extrude Along Spline
  • Edit Triangulation, Extrude a Polygon, Select Top Poly, Retriangulate
  • Autodesk Help - Edit Polygon/Border

  • 6. Edit Geometry
  • Repeat Last (Command), Select a Vertex, Try Constraint with Move Tool and Snap off
  • Preserve UVs to Move Vertices without Affecting Material, Check Before You Move
  • Create Vertex Edge or Polygon, Select 4 Vertices Around a Polygon, Collapse, Repeat for Edge
  • Attach, Attach List, Detach, Select Polygons, Slice Plane, Move and Rotate, Slice Into Polygons
  • Check Split, Click Slice to Split Into Two Elements
  • QuickSlice, Cut to Cut Polygons or Edges
  • Msmooth = MeshSmooth, Tesselate to Divide a Polygon Into Polygons
  • Select Polygons, Make Planar (Avg), X, Y, Z, Grid ALign, Select Half a Box, Polygons, Relax

  • 7. Polygon Material IDs
  • Assign Different IDs to Polygons With Different Materials
  • If You Use Multi-SubOject Material With Names, Select from List

  • 8. Smoothing Groups
  • Sphere, to Poly, Select All Polygons, Clear All, Render
  • Select Half Polygons, 1, Render
  • Assign Top Polygons 1, Middle 2, Lower 3, Render, Edge Between Groups
  • Select All, Auto Smooth, Render

  • 9. Subdivision Surface
  • The Editpoly Modifier, No NURMS Option, Add TurboSmooth

  • 10. Subdivisions Displacement, Plane, Apply First a Displacement Map
  • Render to See Results or Apply Displace Mesh Modifier
  • Reduce Map Strength to 20, Try Regular, Steps 2, 5, 10
  • Place Same Map in Opacity, Output Invert, Cleanup Image in Photoshop
  • Place a Rusty Map in Diffuse

  • 11. Paint Deformation
  • Plane, F4, to Poly, CTRL M Twice
  • Use Push/Pull to Paint Your Name in Arabic, CTRL to Restore, ALT to Push
  • Relax to Smooth Edges, Value, Size, Strength
  • Revert and Paint to Restore, Commit
  • Select All Polys, Align to Grid
  • ---------------------- PRACTICE -----------------------------
  • 1. Creating a Light Pole
  • Cylinder, to Poly, Bevel Top Polygon, Rect + Round Corners
  • Extrude, Box, Box, Bend, to Poly, Vertex, Y Align
  • ChamferCyl, Sphere, Hemsph 0.5, Mirror, Align

  • 2. Creating a Pillow, Box, 45x50x1, Segments 40,50,1
  • Cloth Modifier, Object Properties, Cloth, Pressure 30 (Gas P. Inside), OK
  • Grvity Off, Simulate Locals, Turn It Off
  • Convert to Edit Poly, Select Side Edge, Ring, Connect
  • Extrude, Soft Selection, Edge, Loop, Scale

  • 3a. Cushion, Box 80x45x10 Seg 20x10x5, Cloth, Cotton Preset, Pressure 5 or 10
  • Gravity Off, Simulate Locals, TurboSmooth
  • Edit Poly, Edge, Loop, Create Shape, Render in Viewport
  • 3b. Cushion With Buttons, Box 80x80x20, 5,5,5, F4, to Poly
  • Edge, Select Corner Edges, Chamfer, Backface, Select Botton Vertices, Extrude -5,5
  • Edge, Loop to Select All Vertical Edges, Chamfer, Select Top Polygons, Push
  • TurboSmooth, Iterations 2,
  • To Create Buttons, Sphere, Squash, Copy Instance

  • 4. Creating a Sofa
  • Box 240x100x30, to Poly, Edge Connect, Extrude, Bevel
  • Quad Mesh Modifier to Produce Rounded Edges, TurboSmooth, Merge the Pillow

  • 5. Table Cloth, Open File, Ungroup Table, Name Top, Delete Chairs, Add Ground
  • Select Plane, Cloth, Object Properties, Add Top
  • Select Plane, Cloth + Polyester Preset, Select Top and Ground, Collision, OK
  • Gravity On -100, Simulate Locals, Scale, TurboSmooth

  • 6. Stairs, Plane 300x100 Len Seg 10 Width Seg 1, F4
  • to Poly, Select All Polygons, Extrude 15
  • ALT Deslect 1st Poly, Extrude 15, etc...
  • Side View, Select Vertices Under Steps, Connect
  • Repeat Connect On Other Side, Delete Polygons Below
  • SHIFT Drag Edge, Target Weld
  • Border Cap

  • NURBS Modeling, Using Rhino to Create Complex Curvy Objects
  • Rhino Architectural Samples

  • Download Lesson 09
Poly Objects

10 - Shapes

  • Shape Objects: Lines, Circles, etc.
  • Creating and Animating a 3D Helix
  • Editing Shape Objects: Vertex, Segment, Spline
  • Interpolation
  • Vertex Types: Bezier, Bezier Corner, Corner, Smooth
  • Creating Internal Lines
  • Attaching External Lines
  • Editing Vertices: Break, Fuse, Weld, Refine, Insert, Make First, Connect, Cycle, Fillet, and Chamfer
  • Editing Segments: Divide
  • Editing Splines: Reverse, Outline, Boolean, Mirror, Copy, Trim, and Extend
  • Attaching and combining shape objects

  • Creating a Wrench
  • Creating a Flower
  • Creating a Gear
  • Linking Objects
  • Creating a Cup
  • Creating a Bottle
  • Creating a Metal Rod

  • Fascia, Open HouseFasciaCornice, Isolate Roof, Draw in AutoCAD or Import Fascia
  • Fascia Center Pivot, Move Pivot to Corner, Weld Vertices, Make First
  • Line to Trace The Roof, Sweep, Custom, Pick, Mirror On XY Plane, Pivot Alignment
  • Edit Poly, Edit Working Pivot, Use, Select Edge Vertices, Rotate, Move

  • Cornice, Hide Roof and Fascia, Use View Coordinate System
  • Plane 20x20, Material, Diffuse Bitmap Cornice, Assign to Plane, Show
  • Rectangle 15x11, Move Over Image, Move Plane Pivot Over Cornice Corner, Scale Image
  • Hierarchy, Link Info, Locks Move X, Y, and Z
  • Use Line to Trace the Cornice, Delete the Plane and the Rectangle
  • Edit the Vertices, Weld, Make First, View: Show Transform Gizmo, Move Pivot to Corner
  • Attach the Walls, Isolate
  • Use Line to Trace the Wall Inner Edges, End Isolation
  • Attach the Walls, Sweep, Custom, Delete the Top Vertices On Line
  • Apply Material

  • Modeling a Curtain, Open Max File, Front, Plane Autogrid, F4, to Poly, CTRL M
  • Box on Top, Center the Box, Select Plane, Cloth Modifier
  • Object Properties, Select Plane, Check Cloth, Preset Cotton or Satin, OK
  • Cloth: Group, Select Top Vertices, Make Group, Name Top
  • Node, Click Box, Click Cloth, CM/unit 3, Self Collision 2, Gravity -980
  • Simulate Local, Scale Box on X or Y, Stop Simulate Local
  • Shell, TurboSmooth, Hide Box, to Poly, Soft Selection
  • You Could Add Another Box in Middle and Make it a Node to Middle Vertices
  • Move, Rotate Boxes, To Create a 2nd Curtain, SHIFT Drag, Reference

  • Import the Road cross section.dwg, Reverse the Spline
  • Draw the Path, Sweep, Custom Section
  • Download Lesson 10

11 - Using Shapes to Create 3D Objects

  • 1. Creating a Column, Import, Lathe, Flip Normals
  • Rotate 90, Align and Center Pivot, Align Pivot to Object Min Z, Position @0,0
  • Add Cylinders on Side, ProBoolean Subtract

  • 2. Creating an Arch, Units CM, Front, Rectang 300x180, to Spline
  • Del Bottom Seg, Fillet Top Vertices,Fuse, Weld, Spline Outline 26
  • Extrude 26, to Poly, Select Top Edges, Connect 2
  • Extrude Top Middle Polygons, Align Y

  • 3. Wall With Starburst Window, Snap to Grid, Tube Cap Segs 2, Draw Down
  • Radius 1 20, Radius 2 80, to Poly, Delete Bottom Polygons
  • Modeling Ribbon, Polygon Modeling: Generate Topology, Edgedirection
  • Select Rect Poly, Modify Selection: Similar, Del, Del Inside Polys
  • Scale Inside Vertices to Circle, Select Outside Border, SHIFT Scale
  • Edge, Loops: Loop Tools, Circle, Scale Down
  • Select All Polys, Inset: By Poly, Delete
  • Select Inside Border, SHIFT Scale Down, Select Outside Border, SHIFT Scale Up Twice
  • Grid Extent 15, Top, Drag Middle Vertices to Edge Grid
  • Select Top Edges, Loop Tools: Straight, Repeat
  • Bridge, Shell, to Poly, Extrude, Chamfer

  • 4. Wall With Arched Window
  • Open the File WallWithArchWindow01.max, Combine, Weld, Make First
  • Open the File WallWithArchWindow02.max, Select Window Path, Make First
  • Rotate the Shape 90 Around X, Select Window Path
  • Compound Objects, Loft, Pick Shape, Under Loft, Shape, Select Shape, Align
  • Shape Is Placed at Beginning of Path, Scale, Move, Rotate
  • Create Base Using Lathe, Sweep, or Bevel Profile Classic (Draw a Rectangle)

  • 5. Path Deform Binding to Create Decorative Plaster
  • Open DecorativePlaster01.max, Select Line, Tools Measure Length
  • Box to Poly, Attach Spiral, Move Pivot to End, Add Path Deform Modifier, Pick Line
  • Unhide All, Adjust Parameters, Rotation -90, Offset

  • 6. Key Stone Arch
  • Box 200x1200x85, Width Seg 13, Convert to Poly
  • CTRL Double-click to Select Side Edges, Extrude -9, 4
  • Bend 180, to Poly, Extrude End Polygons 40
  • Base Profile, Steps 0, Lathe Min Seg 4, to Poly, Pivot, Position
  • Delete Top and Bottom Polygons, Attach to Arch
  • Delete Bottom Polygon on Arch, Select 2 Facing Edges, Bridge
  • Select Bottom Border, Cap
  • Select 4 Edges of Top Stone, Connect 1, Select Half Polygons, Del
  • Mirror, Align, Attach, Extrude Bottom Polygons, Edit Normals, Unify, Break

  • 7. Stone Garden Arch
  • Scale Profile, Utilities: Measure + Reset XForm, Extrude 800, Position, Bend, to Poly
  • Divide Segment. Move Vertices, Extrude Polygons, Finish, Align to Z
  • Copy Column, Group, Array, Group, Bend 360
  • Create Dome

  • 8. Complex Arches
  • Extrude 350, to Poly, Rotate, Copy, ProBoolean, Check Move, Union, Pick, Shell
  • SHIFT Drag Edges to Extrude, Create Shape from Edges, Star, Sweep

  • 9. Stone Window, Experiment with Sweep, to Poly, SHIFT Drag Border
  • Align Vertices With Z, Border Cap
  • Experiment with Bevel Profile and Lathe

  • 10. Complex Columns Using Loft
  • Select 300cm Path, Compound Objects: Loft, Distance 0, Get Shape
  • Distance 20, Get Shape, etc.
  • Scale Shapes, Fillet Shapes, Previous/Next Shape, Get Shape
  • Select Shape Under Loft, Select Shape, Scale, Rotate, Move, etc.
  • Download Lesson 11
Using Shapes to Create 3D Objects

12 - Creating a Wrought Iron Dining Table, Fire Hydrant, Mousharabieh

  • 01. Wrought Iron Dining Table
  • Opening the Finished File
  • Ungrouping
  • Inspecting the Objects
  • Creating a Similar Design

  • 02a. Fire Hydrant
  • Cylinder @0,0, R60, H250, HS 2, Sides 20
  • To Poly, Del Top and Bottom Polygons
  • Front, Circle 48, Steps 1, Center ON Cylinder, Move Out
  • Select Circle, CTRL V, R 53, Steps 3
  • Select Cylinder, Compound Objects: ShapeMerge, Pick Circles, Turn Off Pick
  • Del Circles, to Poly, Front View, f
  • Target Weld Vertices to Edge Vertices, Remove Edges, Cut Edges

  • 2b. Open the File FireHyrant01
  • Select Top V Edges, Connect With 3 Edges, Repeat for Bottom
  • Del Center Polygs, Circle Radius 47, Steps 6, Align, Bring Forward
  • Match Vertices with Circle, Del Circle
  • Select Border, Left View, SHIFT Drag, Align Y, Select One H Edge, Ring, Connect
  • TurboSmooth, Del TurboSmooth, OPen FIre Hydrant Image in Photoshop
  • Cap Bottom Border, to Mesh, Bottom Polygon, Extrude, Bevel, Move Bottom Edges Up
  • Extrude, Extrude, Bevel, Del Bottom Polygon, to Poly, Select Edge, Loop, Chamfer

  • 02c. Open the File Plate01
  • Front, Rectangle 45x15, Corner Radius 3.2, Steps 0
  • To Poly, Inset, ALT W, Zoom All Selected, Bevel, Loop, Connect, SHIFT Drag Edges
  • Align Y, Split, Del, Mirror, Attach, Weld, Lock, Copy 7, Attach, Bend -360
  • Normal Flip, TurboSmooth, Isolines Dislplay, Position 0,0
  • Scale, Copy to Top, FFD 4x4x4, to Poly, Cap, Extrude, Chamfer, etc...

  • 03. Mousharabieh, Open File in Photoshop, Magic Wand to Select Non-White Areas
  • Paths: Make Work Path, File: Export - Paths to Adobe Illustrator
  • Import, Scale, Rectangle to Draw Boundary, Scale It, Attach It, Extrude
  • Download Lesson 12
Creating a Wrought Iron Dining Table

13 - Importing 2D Plans from AutoCAD and Modeling in 3DS Max

  • Importing a 2D Plan from AutoCAD
  • Pressing X to search for the Tape Measure command
  • Using the Tape Tool to Measure Distances
  • Using Shapes to Create the Side Wall and the Window
  • Creating the Front Wall
  • Importing and Attaching AutoCAD Polylines
  • Creating the Roof
  • Using AutoCAD Polylines and Other Techniques to Model a House in 3ds Max.
  • Download Lesson 13
Importing 2D Plans  from AutoCAD and Modeling in 3DS Max

14 - Importing AutoCAD Polylines to Model a House in 3DS Max

  • Opening the File in AutoCAD
  • Organizing Shapes Into Layers
  • Using the Polyline Command to Create Shapes to Be Used in 3DS Max
  • Importing the AutoCAD File Layer by Layer
  • Using Imported Polylines to Create Architectural Objects
  • Download Lesson 14
Importing AutoCAD Polylines to Model a House in 3DS Max

15 - Introduction to Animation

  • Creating the Table and the Ball
  • Configuring Time
  • Animating the Bouncing Ball
  • Using Keyframes to Control Speed
  • The Motion Panel
  • Animating the Table Rotation
  • Download Lesson 15
Introduction to Animation

16 - Standard Lights

  • Using Target Spotlights
  • Spotlight Properties
  • SHIFT $
  • Free Spotlights
  • Target Direct Lights
  • Free Direct Lights
  • Omni Lights
  • Skylights
  • Download Lesson 16
Standard Lights

17 - The Three-point/Four-point Lighting Setups

  • Setting Up the Camera
  • Key Light - Target Spot, 45 deg With Camera, 1, Inverse Square, Sharp Shadows
  • Fill Light - Target Spot, 45 Deg on Other Side of Camera, 0.6
  • Soft Diffuse Low Density Shadows
  • Back Light - Wide Target Light, Same Side as Keylight, Directly Behind Building
  • Slightly Above Frame, Shadows Off, Make Subject Outline Shine On Camera Side
  • Environment Light - Skylight (0.2)
  • Background Light - Omni That Includes Only Background
  • Tools: Light Lister
  • Open the File RoomWithSculpture and Practice Four-Point Lighting
  • Three-point Lighting Setup (pdf)
  • Lighting Techniques (pdf)
  • Download Lesson 17
The Standard Lighting System

18 - The Daylight System

  • Creating a Daylight System
  • Setting True North
  • Location Data
  • Date and Time Data
  • Setting Exposure Control
  • Logarithmic Exposure Control Parameters
  • Download Lesson 18
The Daylight System

19 - Night View

Night View

20 - 3DS Max Materials

  • The Max.legacy UI, Close then Reopen Max Before Changing UI to Avoid Crash
  • The Compact Material Editor
  • Standard Legacy Material, Good with the Scanline Renderer
  • Material Slots
  • Shader Basic Parameters
  • Blinn Basic Parameters
  • Using Diffuse Maps
  • Bitmap Properties
  • Bump Maps
  • Using Adobe Photoshop to Create Diffuse and Bump Bitmaps
  • Creating Seamless Material
  • Difference Between Get and Create New Material
  • Material Library Stocks

  • Using the Max UI, Using the ART Renderer
  • The Slate Material Editor, the Autodesk Material Library Installed with Software
  • Browser Shows Materials that Work with Renderer
  • Physical Material, Best If Rendered with the ART Renderer, Vray or Corona
  • Drawing a Plane, a Chamfer Cylinder, and a Teapot, Applying/Assigning Materials
  • Deleting and Picking Materials, Previewing, Quick Intro

  • The ART Renderer Tab, Target: ActiveShade Mode, Render, Move Object, Cancel
  • right-click the Shading viewport label (Standard): ActiveShade
  • Help on the ActiveShade Mode
  • Help on the ART Renderer
  • Help on the ART Renderer Rollout

  • The Slate Editor, The Browser, Views, New Views, The Navigator, Parameters
  • Physical Material, Minimize, Preview, Preview Menu, Properties, Assign to Objects, Pick
  • Shift Copy, The Toolbar, Bitmaps, Color Correction Node, Bump Map, Multiple Uses of Bitmaps
  • Opening Material Libraries, Downloading, the Autodesk Material Library, Default, Shared with Revit and AutoCAD

  • Physical Material, to Slate, Double-click Header for Properties
  • Presets, Assigning to Objects, Standard and Advanced Mode
  • Delete from Selate, Pickfrom Object, Delete Nodes, New Physical Material
  • Base Color = Diffuce Color, Reflection Color

  • Clear Glass Has No Base Color, Only Reflection and Refraction
  • Base Color Value 0, Reflection and Transparency to 1
  • IOR Between 1.2 and 1.7, IOR 1 Means No Distortion, Try 1.65
  • Thin Walled Option for SIngled Window Pane, Do not use it
  • Tinted Glass, Transparency Color, Depth Value=Glass Density 1cm,
  • If Transparency 1, the Sub-Surface Scattering Is Disabled

  • Metalic, IOR 4 to 50 for Chrome, 0 Base Value, Black, Use HDRI Background to Environment, Bitmap
  • HRDI Images
  • Change Camera EV Value to 8 to compensate for Too Much Light, 8
  • To Turn Chrome Into Aluminum, Increase Reflections Roughness Value, 0.35, Reduce Reflection Color
  • For Metalic Look, IOR 6 and Metalness 1

  • Wood, Add Wood Texture to Base Color Map, IOR 1.5 to 2.2, Roughen Reflections
  • Varnish, Coating Parameters, Dark Beige, Weight 0.5, IOR 2.5, Affect Under 0.5, Roghess 0.5

  • Stone/Ceramics
  • Physical Material, Base COlor Map, Tiles, Tiling 2x2, Grout ALso Reflective
  • Shift Drag Tile Map, Connect It to Reflectivity Map, In Advanced Mode Darken Grout Color
  • Connect Same Map to Bump Map, Physical Material IOR 1.6 to 2.8, Use a True Ceramic Image as Tile Texture

  • Emission/Self-illumination to Contribute to Scene Lighting
  • Help on the 3DS Max Physical Material
  • Physical Material Parameters
  • Scene Converter to Convert Legacy Material, Rendering: Scene Converter
  • Open the Material Library PhysicalMaterialTemplates
  • Download Physical Material Libraries
  • Download Materials from textures.com
  • Download Physical Material Library from ETC
  • Add to External Files: C:\Program Files (x86)\Common Files\Autodesk Shared\Materials\Textures\3\mat
  • Download Lesson 20
Standard Material

21 - UVW Maps/Unwrap UVW

  • 1. UVW Mapping to Apply Mapping Coordinates to an Object
  • Planar, Cylindrical, Spherical, Box
  • Using the Select and Manipulate Tool to Edit the UVW Map
  • Shrink Wrap to Apply Spherical Mapping With Map Corners Joined to Single Pole
  • Face to Apply a Copy of the Map to Every face

  • 2. Units Setup: CM, Box (50,50,50), Brick Material
  • UVW Map, Box, Real-World Map Size
  • Material Map: Use Real-World Scale, Assign Map Scale in CM

  • 3. Unwrap UVW to Assign Textures to Objects and Sub-Objects
  • Breaking Up the Object's Texture Coordinates Into Clusters
  • Map Seam = Cluster Outline Which Visualizes Mapping Locations
  • Autodesk Help - Unwrap UVW

  • 4a. File: Reset All, Drawing a Box (50,50,50) and Applying Unwrap UVW
  • Open UV Editor, Selecting Vertices, Edges, and Polygons
  • Drawing a Window Around View to Select All Polygons
  • Mapping: Flatten Mapping to Control Space Between Polygons (0.01)
  • Experimenting with the Texture UV_Checker.png
  • Moving, Rotating, and Scaling Polygons
  • Freeform Mode and Mirroring, CTRL to Rotate Precisely
  • Selecting Polygons One by One to Identify Corresponding Ones on Cube
  • Selecting an Edge on the Cube to Identify Adjacent Edges to Stitch
  • Sticth, Experimenting with the U,V, and W Values
  • Custom Stiching the Identified Edges to Create The Unfolded Polygons
  • Breaking the Stitch

  • 4b. Tools: Render UVW Template to Export Texture Coordinates to Photoshop
  • Opening in Photoshop the Template as a Guide to Paint Texture On a Separate Layer
  • Experiment Assigning Each Polygon a Different Color
  • Deleting the Edges and Saving the File as a Texture Map for 3DS Max
  • Apply the New Material to the Box

  • 5. Using Google to Search for Images of Unfolded Cubes
  • Reset and Redraw the Same Cube, Select Edge to Use as Seam, Peel: Seams: Convert to Seam
  • Open UV Editor, UV_Chacker.png, Select All Polygons, Mapping: Unfold Mapping
  • Move Together or Break Polygons

  • 6. Preparing a Material with Diffuse Map maps\uvwunwrap\uv_checker.png
  • Applying Unwrap UVW Clear to a Cylinder, Converted Cylinder Into a Poly, Unwrap UVW
  • Selecting the Top and Bottom Edges and Converting Them to Seams
  • Using the Point to Point Seams Tool to Select a Vertical Edge
  • Opening the UV Editor, Unfolding, Selecting, Breaking, and Moving Top and Bottom Polygons

  • 7. Draw a Sphere, to Poly, Unwrap UVW, Notice Default Seam
  • Select Editable Poly Bottom of Stack, Add UVW Mapping Clear, Select Top of Stack
  • Loop Select Vertical Edge, Assign Seam, Repeat for Another Edge
  • Open UV Editor, Select All Polys, Quick Peel, Arrange Elements, Reset Peel
  • Select All, Scale Down to Place Over View, Arrange Elements: Pack Custom
  • Experimenting With UV_Checker.png
  • Try These Steps on a Box With 6 Segments

  • 7. Texturing an Arch, Open the Arch File
  • Select Arch Edges, Create Shape, Name It Door Spline, Outline 13
  • Del Segs, Local Align With Arch Z Axis
  • Standard Material, Diffuse Map Soldier Stone, Assign
  • Unwrap UVW, Polygon, Ignore Backfacing Off, Select All
  • Spline Mapping, Pick, Circular, Y Scale End Maps, Commit
  • UV Editor, Show Map, Options: Pref Tile Brightness 1
  • Select Vertices on Left Edge, U 0, Vertices on Right Edge, U 1
  • Select 2nd Vertices, U 0.25, 3rd U 0.5, 4th U 0.75, Prefs Tiles 2
  • Tile Bitmap, Freeform Tool, CTRL Rotate 90, Scale
  • Select Center Vertices, Scale H or V to Match Texture Joints
  • Scale Edge Vertices, Add a Bump Map

  • 8. Open the File UnwrapUVW101, UVW Mapping Clear, Polygon, Backface Off
  • Select the Polygons for the Top Sphere, Set Their Ids to 1
  • Select the Polygons for the Right Sphere, Set Their Ids to 2
  • Assign Ids for the Remaining Parts
  • Deselect, Unwrap UVW, Polygon, Select ID: 1
  • Projection: Spherical Map, Fit
  • Deselect Polygon, Polygon, Select ID: 2
  • Projection: Spherical Map, Fit
  • Repeat for Remaining Parts, for Cylindrical Polygons Best Align or Align X
  • Moving and Scaling UVW Gizmos On Object
  • UV Editor, Display Polygons by ID, Move, Rotate, Scale

  • 9a. Open the File 09a-WallNeedsSideWalls.max
  • Select Side Poly, Slice Plane, Slice, Repeat, Target Weld, Move Vertex
  • Select All Polys, Slice Plane, Rotate 90, Snap Vertex to Grid, Move
  • You May Select the Slice Plane and Use XYZ Coordinate to Position It Precisely
  • Slice Model in Half + Split, Del, Mirror, Weld, Remove Edges Front Back and Top
  • Utilities, Reset XForm, to Poly

  • 9b. Open the File 09b-WallNeedsDetachement.max, Select All Wall Polygons
  • Detach to Separate Object Wall, Assign Material to Wall, Apply to Wall UVW Map Box
  • Apply Unwrap UVW to Arch, Spline, UVW XForm, Collapse, Attach

  • 9c. Open the File 09c-WallNeedsIDsAndSpline.max
  • Select the Wall Front and Back Faces, ID 1, Side Faces ID 2, Arch Faces ID 3
  • Front View, Edge Select the Arch Edges, Create Shape Pline, Outline 13, Move 13

  • 9d. Open the File 09d-WallWithIDsAndPlineNeedsMaterial.max
  • Apply Material, Add Unwrap UVW, Open UV Editor, ID 1
  • Select All Polygons, Mapping: Normal, Scale and Move
  • ID 2, Mapping: Unfold, Rotate, Move, Scale
  • ID 3, Don't Close UV Editor, Wrap: Spline, Pick Pline, Circular, Commit
  • Scale and Move

  • 10. Open the File 10-WallWithMaterialsAndSpline.max
  • Apply Unwrap UVW, Select Wall Front and Back Faces, Open UV Editor
  • Display Only Selected, Try Dif. Mapping, Unfold Is Best, Adjust
  • Display All, Select Wall Side Faces, Open UV Editor, Mapping Unfold
  • Rotate, Scale, etc..., Display All
  • Select Arch Polygons All Sides, Apply Spline Wrapping, Circular Commit
  • Open UV Editor, Display Selected, Adjust, Display All
  • Download Lesson 21
UVW Maps

22 - Rendering a Hut Imported from AutoCAD

  • Importing the Hut from AutoCAD
  • Assigning Wall Faces IDs
  • Applying Multisub-object Material to the Walls
  • Applying UVW Material to the Walls
  • Bitmap Map Channel

  • Applying Material to Roof
  • Unwrap UVW
  • Applying Material to the Door
  • Changing the Door's Pivot
  • Applying Material to the Windows
  • Force Two-Sided (If Using Scanline), Flip Normals, and 2-Sided Material
  • Adding Ground, Scaling the Plane, Trees, Sky Using a Plane, and a camera

  • Introduction to HDRI, Adding Photometric Sun Positioner, Daylight System Does Not Work
  • Logarithmic Exposure Control
  • Calculating Rendering Resolution Using the Print Size Assistant
  • Show Safe Frame
  • The ART Renderer Tab to Control the Quality
  • Rendering and Exporting to Adobe Photoshop

  • Linking Revit Files
  • Download Lesson 22
Rendering a Hut Imported from AutoCAD

23 - Rendering a Large House Imported from AutoCAD

  • Units Setup
  • Importing the House from AutoCAD, Maximum Surface Deviation
  • Isolating the Walls, Assigning the Wall Faces IDs
  • Creating Multisub-object Material
  • Assigning Multisub-object Material to the Walls
  • Brick to the Exterior Wall, Same Map for Bump with Color Correction
  • Brick_Non_Uniform as Bump Map to the Interior Polygons
  • Applying UVW Material to Walls
  • UVW Bitmap Map Channel

  • Using a Sample Slot to Create a Physical Material and Vice Versa
  • Assigning Red Roof Material to the Roof Downloaded from textures.com
  • Unwrap UVW to Apply Material to the Roof

  • Detaching the Archs, Isolating One of Them
  • Converting It to Poly, Centering the Pivot
  • CTRL Select Edges, Create Shape From Selection
  • Unwrap UVW, Polygon Select All, Wrap: Spline Mapping
  • Pick Spline, Select the Shape, Planar, Commit
  • UVW xform

  • Detaching Stairs
  • Assigning Phyiscal Material to Stair, Balmoral Stone for Base, Roughness 0.5, Reflections 1, Glossiness 1, Metalness 0.5, IOR 1, 2, 1.5
  • Assigning Material to the Pavement, Physical Material, Stone Tavern, Reflections 1 Roughness 0.5, Glossiness 1, Metalness 1 Gradient Map W 180
  • Assign the Gradient Ramp Map Channel 2, Add to the Pavement UVW Channel 2
  • For the Windows, Physical Material, Base Color 0, Reflection 1, Glossiness 1, Metalness 1, IOR 50
  • Assigning Material to the Road, Unwrap UVW, UVW xform
  • Grass, Phyisical Material With Base Map Grass from Ground, Reflection 0

  • Adding Trees and Cars
  • Configure Project Paths
  • Using Populate to Simulate Walking People

  • Adding Photometric Sun Position, Install Sun and Sky Environment, Sun Manual Mode
  • Drag Environment Map to Editor to Adjust, Logarithmic Exposure Control
  • Using a Physical Camera, Enable Exposure Control from Camera Parameters to Replace Logarithmic
  • Rendering: Exposure Control, Physical Camera, Check Active and Process Back, Check Use Camera Controls
  • Aperture f/, Shutter Speed 1/seconds, Exposure Gain Manual ISO 200
  • Rendering to TIFF File 16 bits + Store Alpha
  • Opening the File in Photoshop and Using the Alpha Channel to Paste the Sky Into It

  • Removing the Background and the sun
  • Adding Two Photometric Lights Key and Fill with Very High Intensity
  • Adjusting the Camera Settings

  • ART Tab: Rendering High Quality, Advanced Path Tracing, Enable Noise Filtering 75% to High (Post Process)
  • Set Time Limit, Proper Image Resolution
  • Saving as PNG 48 Bits and Using Photoshop to Replace the Background
  • Download Lesson 23
Rendering a Large House Imported from AutoCAD

24 - Linking Revit Files and Creating Animations

  • Use the Same File from the Previous Lesson
  • Drawing the Camera Path
  • The Walkthrough Assistant
  • Editing the Path, Increasing Steps, Spline Relax, Normalize Spline
  • Time Configuration, Re-scale Time
  • Animating the Camera, Easy Ease the Keyframes
  • The Dope Sheet, Z Rotation, Click Keys Buttons to See Curve, Control the Speed
  • Rendering the Animation

  • Linking the Revit File Or Importing the CAD File
  • Camera Movements, Add New Cameras or Review Completed Max File
  • 1. Zoom, Animating the FOV, Right-click Ruler: Filter, Zoom FOV
  • 2. Pan
  • 3. Tilt
  • 4. Dolly
  • 5. Truck
  • 6. Pedestial
  • 7. Jib/Crane
  • 8. Orbit
  • 9. Tilt

  • To Adobe Premiere or Adobe After Effects
  • Download Lesson 24