
Module 1: Overview of 3ds Max
Autodesk 3ds Max is a paid 3D modeling, animation, and rendering software that contains a variety of features utilized in architecture, video games, film, and visual effects. Through this module, we will introduce you to the basics of 3ds Max so that you are comfortable with its interface, tools, and workflow. You begin with the knowledge of working in the user interface, managing the viewport, and customizing the workspace based on different projects. File operation like importing, exporting, and saving the projects effectively is also not omitted here. The navigation tools shall be taught later in this module, and you are ready to move on with advanced-level activities of 3ds Max.
Module 2: Fundamentals of 3D Modeling
3D modeling is the foundation of any 3D project, and AutoCAD you will need to learn it to create realistic and interactive models. This module teaches you various model methods of 3ds Max modeling, i.e., polygonal, spline, and NURBS modeling. You start with primitives, which are the basic building elements of any 3D object, and become proficient in working with objects such as boxes, spheres, and cylinders using transformation (move, rotate, scale).
Polygonal Modeling: This includes concentration on building objects with vertices, edges, and faces. Slicing them by using commands like Chamfer, Bridge, Bevel, and Extrude is discussed in order to deliver more to handle while working with complicated shaping. Edge loop, topology, and information regarding smooth groups for rendering smoothly animated models is also dealt with briefly.
Spline and NURBS Modeling: Spline and NURBS Modeling are ideal to produce smooth curved shapes. You’ll be at ease with the Spline tool for path and shape and NURBS for precise model creation, which is vital in car and product design.
Modifiers: Pro Modifiers Bend, Twist, Lattice, and are well explained so that you can redo models without destroying them. Once you master the Modifier Stack, you’ll be in command.
Boolean Operations: You need to be able to understand operations like Union, Subtract, and Intersection because you can do difficult shapes through subtracting objects off and need to know how to do it when hard-surface modeling.
Module 3: Materials and Texturing
Materials and texture give models form by controlling what they appear as, from the way they paint through the degree of transparency and reflectivity. This module is committed to the Material Editor in Compact and Slate modes to illustrate how to create and utilize real materials easily.
Types: There is Standard, and PBR (Physically Based Rendering) what they do, and how to use them. Diffuse, Specular, and Bump maps are the most important of achieving realistic materials.
UVW Mapping: You will be able to texture precisely by the application of UVW maps that are in the correct locations on models. You will be studying various mapping methods such as Planar, Box, and Unwrap UVW in an effort to achieve textures perfectly located without losing shape.
Procedural Textures: Procedural maps such as Noise, Gradient, and Marble enable unlimited variation without image-based texture. This method is priceless for achieving wood, metal, or stone-like surfaces at minimal cost.
Bitmap Textures: You’ll learn to import and apply bitmap textures, adjust tiling, and manage texture resolutions for optimal performance and realism.
Module 4: Lighting and Rendering

Lighting is amazing at making the mood and reality of the scene. Over the course of this module, we learn about various methods of lighting, including natural, artificial, and HDRI (High Dynamic Range Imaging) lighting, to further boost your scenes.
Types of Lights: Omni, Spot, Directional, and Photometric lights will be utilized by you with varying intensity, color, and shadows based on the requirement of the scene. Understanding light decay, shadow, and illumination models is required to achieve natural lighting.
Global Illumination (GI): This is the more recent method that simulates the way light will bounce off surfaces, adding depth and a realistic look. You will learn how to work GI controls for Arnold and V-Ray renderers.
Rendering Techniques: Introduction to Arnold and V-Ray shows you how to configure cameras, render settings, and optimize for performance and quality. You learn about options like anti-aliasing, sampling, and resolution to optimize render time and output quality.
Cameras: You learn about camera modes, depth of field, and focal length so that you can create high-quality renders. Camera animating to create walkthroughs and is also addressed.
Module 5: Fundamental Animation
Animation is the soul of 3ds Max, and you get to make scenes and objects move here. This module teaches you keyframe animation, where you literally work with the dope sheet, timeline, and curve editor.
Keyframe Animation: You are able to keyframe rotation, scale, and position, and ride down the curve editor nice and smoothly. You have to animate objects and characters smoothly.
Animation Modifiers: With animation modifiers like Bend, Twist, and Path Deform, you have more flexibility of animation. You will also be taught to animate the modifiers so that you can have dynamic outcomes.
Character Animation: Rigging preparation via the Biped system and CAT (Character Animation Toolkit) readiness enable you to animate human characters. You are to master IK (Inverse Kinematics) and FK (Forward Kinematics) systems to use for natural motion.
Path Animation: Building and editing motion paths makes an object move along a path that you’ve constructed, great for objects like cars or cameras. You’ll learn how to manage speed and timing for more smooth rides