Mastering 3D Modeling in 3ds Max: Basic Level | Widhi Muttaqien | Skillshare
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Mastering 3D Modeling in 3ds Max: Basic Level

teacher avatar Widhi Muttaqien, CG expert & entrepreneur

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      6:53

    • 2.

      Conventions and disclaimer

      2:27

    • 3.

      3ds Max UI

      7:34

    • 4.

      Viewport Navigation

      4:04

    • 5.

      Alternative navigation methods

      7:04

    • 6.

      Zoom extent and display mode

      4:44

    • 7.

      Create and modify objects

      7:13

    • 8.

      Object selection

      5:05

    • 9.

      Transformation

      9:10

    • 10.

      Pivot point

      2:50

    • 11.

      Transformation settings

      5:59

    • 12.

      Modifier

      6:01

    • 13.

      Object duplication

      9:43

    • 14.

      Managing objects

      4:53

    • 15.

      Scene explorer

      7:23

    • 16.

      Layer management

      7:21

    • 17.

      Selection set and Group

      8:57

    • 18.

      Primitive vs Editable objects

      10:19

    • 19.

      Editable poly basic operations

      7:42

    • 20.

      Sub-object basic selection

      5:18

    • 21.

      Sub-object advanced selection

      7:47

    • 22.

      Normal direction and backface-culling

      8:36

    • 23.

      Edge modeling techniques

      8:38

    • 24.

      Cut and Slice techniques

      8:13

    • 25.

      Surface smooth shading

      6:20

    • 26.

      Capping holes and edge extrusion

      5:11

    • 27.

      Bridge

      7:07

    • 28.

      Polygon modeling techniques

      4:47

    • 29.

      Project Oluce Atollo table lamp

      11:13

    • 30.

      Measurement unit

      7:42

    • 31.

      Project Tamtam stool

      8:15

    • 32.

      Scale modes

      5:50

    • 33.

      Resetting transformation

      4:31

    • 34.

      Resizing objects precisely

      3:37

    • 35.

      Snapping

      6:06

    • 36.

      Project Etna side table

      12:23

    • 37.

      Aligning objects

      6:02

    • 38.

      Project Lack side table

      8:34

    • 39.

      What we are going to create

      6:00

    • 40.

      Setting up the references

      7:15

    • 41.

      Modeling the base frame

      9:29

    • 42.

      The feet and top surface

      6:39

    • 43.

      The panels and handles

      10:05

    • 44.

      Introduction to spline

      6:40

    • 45.

      Line creation and Spline vertex types

      7:22

    • 46.

      Spline creation exercise

      4:03

    • 47.

      Adding and Deleting

      6:52

    • 48.

      Spline modification

      3:53

    • 49.

      Spline Boolean

      7:19

    • 50.

      Cross-insert Weld and Trim

      5:50

    • 51.

      Extrude modifier

      5:19

    • 52.

      Project S letter logo

      5:07

    • 53.

      Project Circular ornament

      11:26

    • 54.

      Project Tileable 3D pattern

      10:45

    • 55.

      Lathe modifier

      6:08

    • 56.

      Project Echasse vase

      14:07

    • 57.

      Bevel profile modifier

      11:26

    • 58.

      Project Crown molding

      3:14

    • 59.

      Project Abbyson Diana table lamp

      9:52

    • 60.

      Project Roman column

      13:08

    • 61.

      Subdivision modeling introduction

      5:47

    • 62.

      Project Teacup

      11:02

    • 63.

      Avoiding concave polygons

      5:43

    • 64.

      Project Washbasin

      12:03

    • 65.

      Introduction to 3D Boolean

      8:19

    • 66.

      Advanced reference image setup

      8:19

    • 67.

      Using non quad polygon

      5:07

    • 68.

      Project Alma 2525 JR stool

      11:39

    • 69.

      Conform introduction

      7:44

    • 70.

      What we are going to create

      3:22

    • 71.

      Setting up 3 sided reference

      8:06

    • 72.

      The seat

      10:05

    • 73.

      The legs

      6:48

    • 74.

      The support

      5:15

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About This Class

In this course, you’re going to learn the essentials of using 3ds Max 2020 and then basic-to-intermediate 3D modeling skills. This course is designed for complete beginners. So no prior experience in 3D is needed to take this course. The curriculum is carefully designed so you can master 3ds Max quickly and seamlessly.

What you will learn

There are a total of 9 chapters in this course. In the first chapter, you will be introduced to the "User interface" of 3ds Max. You will learn different ways to navigate the viewport. And different ways to utilize the display settings. In the second chapter you will learn basic object operations such as how to create objects, and how to modify them once they are created. You will learn how to select objects. How to transform objects. How to use and manipulate the pivot point. More advanced transformation settings. Learn about modifiers and then finally about object duplication. In the third chapter you will learn various ways of managing your 3D scene. From basic object management. Then learning how to use the “Scene explorer”. Learn how to use and manage layers. Learn about the “selection set” and also object grouping.

Then starting at the fourth chapter, we’re going to shift our focus to 3D modeling. In this chapter, you’ll learn the power of “editable poly” modeling techniques. We’ll start with the basic modeling operations. Then move on to different sub-object selection techniques, step by step, from the basic to advanced. Next, we’ll cover important modeling concepts such as “Normal direction” and “Backface culling”. After that, you will learn edge related modeling techniques. Then learn different ways to cut and slice 3d models. Next, you’ll learn about the surface smoothing group. Learn how to close holes, and learn about the hidden technique of edge extrusion. Then, you’ll learn how to connect two structures using the "Bridge" command. And then learn even more various polygonal modeling features.

In chapter five. We’ll focus on precision modeling. We’ll start with the basics of how 3ds Max uses measurement units. Learn all the nuances of the scale operation. Learn how to reset transformation. Learn how to precisely set the dimension of an object. Learn different snapping features that 3ds Max has to offer. And then learn how to align objects using various tools. Next, in chapter six, the focus is on a modeling project. We're going to create this kitchen counter product. We'll cover from setting up the references. Then modeling the base frame. And then modeling the panels. Until we have a finished model. In all of these modeling processes we are going to use a real measurement unit.

In the next chapter, which is chapter 7. You’ll be introduced to the “spline” object type. By leveraging “spline” in your modeling process, you can create more complex shapes, quickly and easily, if compared to the pure polygonal modeling techniques. You can create the most demanding lines and curves because 3ds Max supports different types of spline vertex. In this chapter, you’ll be given exercises to strengthen your spline editing skill. You will learn how to manipulate spline objects such as adding and deleting spline vertices. And many other spline modification techniques such as “Fillet”, “Chamfer” and “Outline”. Then we’ll discuss 2D Boolean operations. And then more techniques for quickly cleaning up messy intersecting splines. After that, you’re going to start learning different techniques to convert the spline objects into 3D models. You will learn about the “extrude” modifier. Then the “lathe” modifier. And then the “Bevel profile” modifier.

In chapter 8, you will learn the basics of creating smooth organic 3D models using the subdivision techniques. We’ll cover the most important concepts around subdivision modeling. Such as when to use and when not to use non-quad polygons. Learn how to fix bad topology results from concave N-Gons. Then we will cover the modeling techniques using compound objects. Such as using the “Pro Boolean” feature. And then learn how to deform an object to follow the surface of another object using the “Conform” feature.

Hands-on projects

This course is loaded with so many hands-on projects, challenges, and exercises that are designed to improve your skills gradually and push them to their fullest potential. Most of the projects in this course are based on real-world products. First you will model this table lamp product called “Oluce Atollo”. Then you will create this stool product called “Tamtam”. Then you will learn how to create this unique side table called “Etna”. Then learn to model another table called “Lack”. After that, you will create this kitchen counter product called “Werk”. Next, by using the spline modeling techniques you will create this “S” letter type logo. Then learn how to efficiently model this circular ornament. And then learn how to model any type of tileable 3D pattern while creating this wall ornament. Then you will learn how to create this vase called “Echasse”. Learn how to create interior details by creating this crown molding. Then learn how to create this table lamp. And you will learn how to easily model this Roman column. Starting at chapter 8, we will model this teacup object. And then this washbasin object. After that, we will create this stool product. And finally, in the last chapter, we will model this chair product using the techniques we’ve learned previously in chapter 8.

After completing the course, in sha Allah, you will have a solid foundation on how to use 3ds Max. You'll gain a significant amount of 3D modeling skills. And also, you will understand many important concepts around 3D computer graphics. I hope you find this course interesting and beneficial.

Meet Your Teacher

Teacher Profile Image

Widhi Muttaqien

CG expert & entrepreneur

Teacher

Widhi is an entrepreneur in creative industry. He has master degree in information technology and business management from Bina Nusantara University. Beside doing business he is also a lecturer in computer graphic related disciplines in President University Indonesia and Lasalle College International.

In his more than 20 years of experience in the CG industry he finished hundreds of projects with clients from all over the globe. He has been producing thousands of CG images and animations. His deep passion with computer graphic leads him to dive into 3D visualization, animation, game development, video and motion graphic.

See full profile

Level: Beginner

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Transcripts

1. Introduction: assalam. Waleikum my name is Redeem Attack in I am an entrepreneur and also lecturer in computer graphics disciplines. I teach treaty and to the animations where designs motion graphics give development another computer. Graphics related disciplines have been using and teaching to their smacks for over two decades. Now, in these online course, you're going to learn dear Sen shows off using two DS max and then focus on the critical techniques off three D modeling. This course is designed for complete beginners. So if you have never used to DS Max before, don't worry, because this course is for you. The curriculum is carefully designed so you can muster a tedious max quickly and seamlessly . There are a total off nine chapters in this course. In the first chapter, you be introduced to the user interface off three DS max. You were different ways to navigate the view poor in different ways to utilize the display settings. In the second chapter, you will learn basic object operations such as how to create objects and how to modify them . Once they are created, you will learn how to select objects, how to transform objects, how to use and manipulate the people point more advanced transformation settings, learn about modifiers and then, finally, about object duplication in 1/3 chapter, you'll in various ways off managing your treaty. Seen from basic object management, they're learning how to use this in Explorer, learn how to use in many layers, learn about the selection said and also object grouping. Then, starting at the four chapter, we're going to shift our focus to three D modeling. In this chapter, you will under power off irritable Polly modelling techniques. We'll start with the basic modeling operations, then move on to difference of objects. Selection techniques step by step from the basic to advance. Next will cover important modeling concepts such as normal direction and back face culling . After that, you earn each related modelling techniques, then learn different ways, took up and slice through the models. Next, you will learn about the surface smoking group, learn how to close holes and learn about the hidden technique off age extrusion. Then you will learn how to connect to structures using the Bridge Command and then learn even more various polygonal modeling features. In Chapter five, we'll focus on precision modeling. We'll start with the basics off whole three DS mix uses my German units. Learn ordered. Wants us off the scale operation. Learn how to reset transformation. Learn how to precisely set the dimension. Often object. Learn different snapping features that three DS max has to offer and then learn hotel line objects using various tools. Next, in Chapter six, the focus is on a modelling project we're going to create this kitchen counter product will cover from setting up the references, then modeling the based frame and in modeling the panels until we have a finished model. In all off this modelling processes, we are going to use a real measurement unit in the next chapter, which is chapter cell phone. You'll be introduced to this flying object type by leveraging spine in your modelling process. You can create more complex shapes quickly and easily. If compared to the pure polygonal modeling techniques, you can create the most demanding lines and curves because two DS makes supports different types off spying vortex. In this chapter, you'll be given exercises to strengthen your spine. Anything skill. You will learn how to manipulate spine objects such as adding and deleting spine vert, ASUs and many other spine modification techniques such as Philly Jam, Pfirter an outline. Then we'll discuss 30 billion operations and then more techniques for quickly cleaning up Messi intersecting spines. After that, you're going to start learning different techniques to convert the spine objects into three D models. You will learn about the extra modifier, then the late modifier and then the bevel profile modifier. In Chapter eight, you were on the basics off, creating smooth organic treaty models using the subdivision techniques. We'll cover the most important concepts around subdivision modeling, such as went to use, and we're not to use non court polygons. Learn how to fix with apology results from Gun Kif and guns. Then we will cover the modelling techniques using compound objects, such as using the pro bullion feature, and then learn how to deform an object to follow the surface off another object, you seem to conform. Feature. These force is loaded with so many hands on projects, challenges and exercises that are designed to improve your skills gradually and push them to their fullest potential. Most off the projects in this course are based on real products. First, you will model the stable and product called Lucia Tollo. Then you will create this stool product called Tempt Him. Then you learn how to create this unique side table called Aetna, then learn to model another table called black. After death, you create this kitchen counter product called work. Next. By using the split modelling techniques, you will create this s letter type logo, then learn how to efficiently model the circular ornament and then learn how to model any type off fallible TD Britain while creating this wall ornament. Then you will learn how to create this always called ashes. Learn how to create interior details by creating this crown molding, Then learn how to create this stable AM and you will learn how to easily model this Roman column. Starting a Chapter eight, we will model the stickup object and then this washbasin object. After that, we will create this stool product and finally, in the last chapter, we will model this share product using the techniques we've learned previously in Chapter eight. After completing the course in Sharlow, you will have a solid foundation on how to use studio smacks you again a significant amount off three D modeling skills and also you will understand many important concepts around three D computer graphics. I hope you find this course interesting and beneficial was Salam wa alaikum. 2. Conventions and disclaimer: well, come to the course before moving on. There are some throw things I need to mention and to make clear firsts first, about the structure off the course. I have carefully crafted the curriculum so that everything is placed sequentially. Each lesson you take on one level will become the foundation off the lessons in the next levels. Therefore, it is important that you take the course in order step by step, not jumping around. If you take the course by jumping around, most likely you will get confused at some point. The second thing I need to mention is that you need to practice for each video. Please try out the lesson yourself. At least ones. The course is not just about theories. Most off the lessons are practical skills. So again you need to practice. If you really want this online course to benefit you, I'll be using to the S mix Version 2020 in discourse. If you use on older version off three DS max, you may experience some differences. Those can be D y the short cuts and order features. To avoid these problems, I strongly suggest that you used the latest version available or at least you studio smacks . Version 2020 for your information or arrest releases a new version off three DS max each year. When you join this course, you might already use a newer version off video smacks now for the newer versions. I don't try to keep updating the course by inserting in between lessons to explain what has changed since version 2020. If not, I would just published a whole new course. Throughout the course. I'll be displaying a lot off images. Some of them are not made by me, amusing them merely as sources off inspiration or as references. If I can find the name off the copyright owner, I will try to add credit for him or her on top off the image. Otherwise, I will just put the girl offer. I got those images. If I don't specifically state that the image is made by me or has my watermark on it, it means that the image belongs to the respectful owners or artists is I do not claim those images made by me. All right, let's move on to our first lesson video 3. 3ds Max UI: in this lesson video. We are going to learn about the u i or the user interface off three DS Max. One thing that you need to know is that three ds max you I is customizable. So when you see other people's you, I you might find them a bit different from your you I or the standard you I and that is totally fine. For example, you might see other people has, like, color team and that you're you. I may have this default dark color team. Although dark you I is actually easier on the eyes, especially in the long run. But if you do want to change the you I to the bright color team, you can go to the customize menu up here and into slowed custom. You I skim after that, a window will open and you can pick this aiming like about you I file and then click open. After that, you may need to restart your treaty s mix toe. Apply all off the changes for now. I will use these the fault dark. You I Okay, now let's discuss the elements inside three DS max up here you will find a menu. This menu is probably the most standard thing among Windows based application. Even in Mac and Lennox, most applications will have this kind off menu on top off them below it, you will find the main toolbar in this main toolbar. You can find almost all off the common tools when working into the S mix such as the move, tool, rotate, tool and scale tool, etcetera. No. India's main toolbar. We can see the projects panel. We're not going to use this panel, so let's hide it to do that. Notice. We can see this. Lines just right. Click on it, then turn off these projects. Check box. You may notice data use 7 20 p resolution to record this video. It is why some off the main toolbar buttons are hidden. You may not experience these if you use high resolution such as full HD resolution. But if you do need to work in small resolution like mine, you can move your mouse cursor over the toolbar area and then hold the middle mouse button and then direct like this. This way we can see an access the hidden buttons below the main toolbar. You will find the ribbon. For now, we are not going to use the ribbon and the spinal actually taking some space in our screen . So we are going to hide this panel. In order to do that, we can click on this toga ribbon button up here in the main toolbar. If later you want to show it again, simply click again on this button. Okay. Now, at the left side, you will find this few portly or tab, which is, in my opinion, not very useful and also taking too much off the screen space. So we are going toe height. This also. But before we do that, I'm going to show you what this panel actually can do. This panel is useful to change the few port layout. For example, we can click on this character button and click on this layout. As we can see, we know half different, few portly out. But again, we will be using maximized minimize pupil Togo. So this is not very important for us at the moment to hide this panel. First, we need to switch back to the standard few port by clicking on this button. Then just right click in this line at the top off the panel and turn off these few put layout steps. Checkbooks. Next is the scene Explorer the Spano is useful to displayed. Lease off our objects in a scene in several different ways. In theory, we can show and hide the scene Explorer by clicking on this button up here. But in three DS Max 2019 this button has some strange behavior. If you click on it, it will open another scene Explorer. So now we have to seen explorers. I don't know if this is considered as a buck or not, but to fix this issue just right, click on this line and then click this scene, export or check box in here. Then you can wreck this one to the left area, or simply right, click on the title bar and then to stock, then laugh. Now we can show in height the scene explorer using this button up here next. This large center area is the few port few pork is like a window where we can see our three D world from different angles by default. We have four few ports. If you look closely at each off this few ports. We can see the name off the few port label at the top left corner. This is the top few poor where we are looking from the top direction. This is the front few port, which basically looking at the front side, and this one is the left few port. And finally, the last one, which looks a bit different from the rest, is the perspective. Few poor. We're going to discuss about few port navigation more in depth. In the next lesson, we can maximize a few port by pressing out W. But first you need to move your mouse cursor toe the few port that you want to maximize. For example, if I move my mouse on this perspective, few port then hit out. W the perspective. Few port will be maximized. I w again so many My sit back. If we move our most cursor on this front, few poor area and impress out W. Then we get our front few port maximized. Don't. Here we can find the timeline, but in three DS max, we call it the time slider. Essentially, the timeline is used to scrap the time pointer and place TI frames for animation because we are not going to learn any animation in this course. We're not going toe touch this panel. If you want to hide this timeline, we can right click on this line and then click on this time Slider. Next. Don't. Here you will find Max Script console status. The information values que frame tools, playback tools. And this area at the far right is for a few port navigation. We're going to discuss some off days when the time come, inshallah, At the right area, off the screen, we can find a command panel. So this big panel is called the command panel. This command panel is actually divided into sofa Rosa panels. First is the create panel. This is the panel. We need toe access when we want to create new objects inside three ds max. The second sub panel is the modify panel. This is where we go. If we need to modify existing objects, then the hierarchy panel where we can set up if it Boyne linking rigging, etcetera. The motion panel where we can set up and manage animations. The display panel where we can control how three DS max display objects. And the less one is the utility spinal, where we can find some helpful features in different categories. 4. Viewport Navigation: in this lesson video. We're going to discuss about few port navigation for us. I will create some tea pots in the scene and a plane object. Now, I know we haven't discussed object creation yet, but this is not the point off this lesson. So just bear with me for now, okay? Do not forget. The few ports we can use suffer all methods. The first method is by using the mouse. The second method is using the few cube. The third method is using the steering wheel and less method. It's using the you I buttons which are located at the right most bottom screen. Let's see each off this methods one by one. In this video, we will cover the first method and in the next video, we will cover the other three methods. The most method is by far the fastest method to navigate around the few ports. So you should always speak. This method is your first priority. Okay, Now, before we begin for this method toe work unit, a mouse with a scroll wheel or a middle button. If you are serious in three d, I strongly suggest that you invest on a good standard mouse with a scroll wheel, it will say a few tons off times compared to trying to never get the few port using the few cube or with other methods. Now, when you purchase a mouse for working with three D, just be aware that there are some mice products that don't have any scroll wheel or middle most button at all. You really shouldn't buy this kind off mice as they won't help you at all. When using Tree DS max, let's begin or Unification lesson with dragging or painting the few port who penned a few poor we can use the middle most button. Now. Many people don't realize that they have a middle mouse button because it is actually hidden in a scroll wheel. So if you are a pressing down the scroll, well, you actually clicking using the middle mouse button again, you need to press the scroll wheel down, not rotating it after you pressed and hold it. If you drag the mouse, the few port we open around now unit were understand. We are doing navigation here, not transformation, meaning these objects don't move at all. It is how we see the object that it's moving okay to zoom in and out the few port, we can rotate the scroll wheel back and forth, so scroll forward to zoom in and scroll backward to zoom out another method to zoom in and out, but with more precision. You can hold the control and the Archies together and then click and wreck with the middle . Most button back and forth. Four to zoom in and backward to zoom out. Okay, finally, to rotate, or or with the few poor forest. Less method. We can only perform these on a perspective. Few poor Moody's hold the all key and in the middle, most button and just move around your mouth as we can see the few port we rotate. Okay, now you might be asking, Why should I do this on the other a few parts? Well, because if you do this on the other, a few ports, the few port will change. Toe. Orta Graphic. Few port. This oughta graphic Few port looks like a perspective. Few port, but notice it doesn't have any vanishing points. So switch a few port to perspective, you on the left of you or any views you want you can click on this tax, which is the second label menu and used any few poor type that you want from this. Listen here. We can also see that the left you shortcut is l from few is f but on few is B and so on. Currently, we want to revert this view port back to the left of you. 5. Alternative navigation methods: in this lesson video. We're going to discuss the alternative matters for navigating the few poor. These methods that we are going to discuss are not actually recommended if you have a standard three button mouse, but sometimes we may find ourselves in a situation where we cannot use our mouths and forced to use our left top track bed. Perhaps our mouths is broken or we accidentally left it at home. For example, the first alternative method it's using the few cube. The few cube is this white colored cube you see at the right top area on each off the few part. Now the few cube is mostly used for doing different types off Vieux Port rotation to rotate or to orbit the view poor. We can move our mouths over the View cube and then just click and wrecked with the left mouse button. This is the same as using the out middle most button method. Another way off. Rotating the few port is using the turntable method. To do this notice. We have this compass ring. If you hover your mouse on the campus ring and then click drag around, you will get Vieux Port rotation also, but now it is constrained toe horizontal rotation. The next type off rotation that we can do using the View Cube is rolling. No, honestly, I never had a need for a view port rolling, but you may find this useful for your own situation to use a view port rolling. You cannot do this in perspective or user Orta Graphic view. You can only do this on access of your points. What I mean access Viewpoints are straight viewpoints such as top front left, etcetera notice. In his viewpoint, we can see to small arrows. If we click on one off them, we can see the View port rolled by 90 degree in Cremin. This is for clockwise direction, and this on