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Workday HCM Demo New Batches Starting from Friday... 31-8-2018
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3D Studio Max online training

3D Studio Max


3D Studio Max 9 training course brings your 3D film effects to the big screen. Create realistic characters for a top-selling game. Create rich and complex design visualization. Learn about 3D animation, rendering and modeling for video games, design visualization projects, and how visual effects artists maximize their productivity and tackle challenging animation projects

3ds Max offers operations for creative texture and planar mapping, including tiling, mirroring, decals, angle, rotate, blur, UV stretching, and relaxation Remove Distortion Preserve UV and UV template image export. The texture workflow includes the ability to combine an unlimited number of textures, a material/map browser with support for drag-and-drop assignment, and hierarchies with thumbnails. UV workflow features include Pelt mapping, which defines custom seams and enables users to unfold UVs according to those seams copy/paste materials, maps and colors and access to quick mapping types (box, cylindrical, spherical).

The original 3D Studio product was created for the DOS platform, by Gary Yost and the Yost Group, and published by Autodesk. After 3D Studio DOS Release 4, the product was rewritten for the Windows NT platform, and renamed "3D Studio MAX." This version was also originally created by the Yost Group. It was released by Kinetix, which was at that time Autodesk's division of media and entertainment.


  • All attendees should be experienced basic HTML.


  • It is a 20 days program and extends up to 2hrs each.
  • The format is 20% theory, 80% Hands-on.

  • It is a 5 days program and extends up to 8hrs each.
  • The format is 20% theory, 80% Hands-on.
    Private Classroom arrenged on request and minimum attendies for batch is 4.

course content

  • Introduction
    • Welcome
    • An Overview On 3ds Max
    • Configuring 3ds Max For This Title
    • About The Working Files
  • Getting Started
    • The Production Process
    • Traditional Art Concepts And Principles
    • Using Reference Material
    • Understanding 3D Space
    • Improve Your Production Workflow
    • The Help System
  • Interface Essentials
    • The Interface
    • Navigating The Viewports
    • Setting Up How Things Are Measured
  • Working With Files
    • Starting From Scratch – The New And Reset Commands
    • Opening, Importing And Merging Files
    • Saving And Exporting Files
    • Using Hold And Fetch
    • The Summary Info And Object Properties
  • Working With Objects
    • Selection Techniques
    • Naming Objects
    • Transformation Gizmo
    • Moving Objects
    • Rotating Objects
    • Scaling Objects
    • Coordinate Systems
    • Introduction to Pivot Points
    • Hiding and Freezing Object
    • Cloning
    • Grouping Objects
  • Creating Off The Shelf Geometry
    • Creating Standard 3D Primitives
    • Creating Extended Primitive Objects
    • Important Considerations When Drawing Lines
    • Creating 2D Shapes
    • Nesting Creating 2D Shapes
    • Creating Architectural Objects
    • Using Grids When Modeling
    • Creating A Pencil Using Primitives
  • Specific Modeling Techniques
    • Extruding Objects
    • Lathing Objects
    • Lofting Objects
    • Boolean and ProBoolean Commands
    • Box Modeling Techniques
    • Project: Create Telescope
    • Paint Deformation
    • Surface Normals
  • Working at the Sub Object Level
    • Sub Object Types
    • Sub Object Selection
    • Adding A Modifier Vs. Converting Down To Edit
    • Moving, Rotating, And Scaling At The Sub Object Level
    • 2D Sub Object Modeling Commands
    • 3D Sub Object Modeling Commands
    • Ignore Backfacing
    • Using Soft Selection
  • Working With Modifiers
    • Using The Modifier Stack
    • Things To Know About The Stack
    • Importance Of Modifier Order
    • Applying Modifiers In The Middle Of The Stack
    • How To Collapse The Modifier Stack
    • Copying And Pasting Modifiers
    • Freeform Deformation Modifiers
    • Flex Modifier
    • Hair And Fur Modifier
    • The Noise Modifier
    • Modifiers That Add And Reduce Geometry
    • Adding Modifiers At The Sub Object Level
  • Materials And Mapping
    • Building Materials – It Is More Than Just A Color!
    • Slate Vs. Compact Material Editor
    • The Material Editor Interface
    • Controlling Main Body Color
    • Adding And Controlling Shine
    • Adjusting Transparency
    • Using Self Illumination
    • Applying Materials
    • Retrieving A Material From A Scene
    • Designing A Complex Material
    • Bump Maps
    • Opacity Maps
    • Reflection Maps
    • Editing A Materials Maps
    • Building A Multi/Sub Object Material
    • Mapping Coordinates – Part 1
    • Mapping Coordinates – Part 2
    • Sub Object Mapping
    • Using Photoshop To Edit Maps
    • Adding Materials To The Bowling Alley
  • Lighting
    • Comparing Real World And CG Lights
    • Light Types In 3ds Max
    • Omni Lights
    • Spot Lights
    • Shadow Maps
    • Using Raytrace And Area Shadows
    • Adjusting How Far A Light Shines
    • Excluding Scene Objects From Light And Shadows
    • Using A Projector Map In A Light
    • Adding Volume Light
    • The Light Lister
    • Alley Lighting
  • Cameras
    • Comparing Real World And CG Cameras
    • Camera Types In 3ds Max
    • Camera Viewport Navigation Controls
    • Changing A Cameras Lens Length
    • Using Depth Of Field To Control Focus
    • Applying Motion Blur
    • Adjusting A Cameras Clipping Planes
    • Using A Cameras Safe Frame Feature
    • Putting A Camera On A Path
    • Having A Camera Travel Thru A Tunnel
    • Locking A Camera Onto An Object
  • Animation
    • Principles Of Animation
    • Understanding The CG Animation Process
    • 3ds Max Animation Controls
    • Using Auto Key To Animate
    • Using Set Key To Animate
    • Moving Keyframes
    • Copying Keyframes
    • Deleting Keyframes
    • Using The Dope Sheet
    • Using The Curve Editor
    • Linking And Unlinking Objects
    • Animating An Object Following A Path
    • Using The Path Deform Modifier For Path Animation
    • Alley Animation
  • Rendering
    • Rendering Techniques
    • Using Active Shade To Get Quick Render Updates
    • Creating Previews Of An Animated Sequence
    • Using The RAM Player
    • Saving A Rendered Image Or Animation
    • Loading Background Images For A Render
    • Using Mental Ray And iRay
  • Special F/X
    • Introduction To Particle Systems
    • Adjusting Particle System Parameters
    • Using The Wind Space Warp
    • Having Gravity Affect A Particle System
    • Deflecting Particles Using A Space Warp
    • Creating Steam Using Particles


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(1) Workday Technical Demo Training

Demo Schedule : 09:30 P.M EST / 08:30 P.M CST / 6:30 P.M PST on 23th August & 07:00 A.M IST on 24th August

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