From the course: 3ds Max 2024 Essential Training
Choosing a workspace - 3ds Max Tutorial
From the course: 3ds Max 2024 Essential Training
Choosing a workspace
By default when you launch 3ds Max you'll see this welcome screen. If you don't want to see the information here then you can just turn the welcome screen off by turning off this checkbox and then we won't see this the next time we launch the program. I'll close that window. So let's talk about the 3ds Max workspace. What we're looking at here is the so-called default or classic workspace and that's the workspace or user interface we're going to be using in this course. There are a couple others you might want to check out. Up here in the upper right we'll see Workspaces in a pull-down list that says Default. If we switch this over to Design Standard, it'll take a moment for the interface to refresh, but once it does we'll see something that may be familiar to you if you're a user of other Autodesk programs such as Revit. We've got a ribbon up here that's got a whole bunch of icons. And again, this is most convenient if you're a user of other Autodesk programs. There's another workspace up here, which is the Alt Menu and Toolbar. We'll wait a moment for that to load. And this might be helpful because the menus here are actually a little bit more complete than they are in the default or standard workspace. So this is optional. I am going to be using the classic or default workspace. So I'm going to switch my workspace back over to default. If we look in this pull-down, we'll see there are a few other options. And there's also a window to manage workspaces. We can launch that up and see what that is. This gives us the ability to save and recall our own workspace settings. We can customize the workspace very easily in 3ds Max. We'll be covering this in other movies. But just briefly to show you, if you click and drag on one of these so-called grab bars or textured lines on a toolbar, then we can drag that toolbar out. And that's very helpful, for example, with this command panel because we can then take this command panel and place it on a secondary monitor. Okay, I'll drag that back over to the right and it automatically snaps back where it was. That's a little bit about the workspaces in 3ds Max.
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Contents
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Getting familiar with the interface4m 9s
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(Locked)
Customizing a workspace6m 5s
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(Locked)
Customizing background and grid colors9m 15s
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(Locked)
Creating primitives with keyboard entry6m 33s
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(Locked)
Creating primitives interactively with the mouse4m 20s
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(Locked)
Position objects with Select and Move5m 25s
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Rotate and scale objects6m 45s
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(Locked)
Navigating in viewports5m 23s
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Orbit and viewport Undo6m 1s
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Accelerate workflow with hotkey shortcuts6m 25s
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Customizing hotkeys6m 27s
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Choosing viewport shading modes5m 23s
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Advanced viewport settings8m 37s
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Configuring viewport layouts2m 41s
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Specifying display units6m 43s
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Specifying system units5m 47s
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Defining the Home grid5m 57s
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Saving a maxstart.max template scene4m 11s
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Merging scenes5m 46s
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Duplicating objects in a pattern with Array5m 22s
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Duplicating objects with Clone2m 44s
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Introducing Snap7m 7s
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Precision transforms with Grid Snap8m 43s
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Managing objects with Scene Explorer outline view8m 46s
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Collecting objects in Groups4m 11s
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Managing display layers in the Layer Explorer4m 54s
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Controlling object and layer Display Properties5m 37s
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Understanding Xref external references3m 48s
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Creating an Xref record8m 59s
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Moving objects in Reference Coordinate Systems6m 58s
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Rotating objects in Reference Coordinate Systems7m 35s
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Manipulating objects around a Transform Center9m 58s
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Using Isolate Selection and Lock Selection3m 30s
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Selecting in Window and Crossing modes5m 25s
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Creating shapes6m 37s
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Editing bezier splines8m 57s
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Setting shape detail with Interpolation5m 57s
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Modeling with the Extrude modifier8m 21s
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Extruding along a path with the Sweep modifier7m 4s
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Importing Illustrator paths to 3ds Max6m 59s
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Adding a Bevel modifier5m 34s
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Controlling level of detail of a Bevel modifier8m 51s
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Modeling typography with TextPlus6m 39s
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Manipulating and fine-tuning TextPlus6m 55s
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Preparing Boolean operands6m 24s
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Combine volumes with Boolean compound object10m 21s
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Adding edges with Quickslice8m 48s
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Adding edges with Cut4m 18s
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Hardening polygon edges with the Smooth modifier6m 59s
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Using the Modeling Ribbon8m 57s
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Simplifying geometry with Remove6m 7s
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Branching with Editable Poly Extrude8m 2s
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Detailing a mesh8m 45s
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Rounding corners with Chamfer8m 45s
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Understanding subdivision surfaces4m 35s
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Best practices for modeling subdivision surfaces7m 54s
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Box modeling for subdivision surfaces4m 33s
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Modeling with the Symmetry modifier8m 35s
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Modeling curvature with Soft Selection9m 45s
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Refining geometry with SwiftLoop3m 14s
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Constraining sub-object transforms7m 43s
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Correcting a seam with Align to Grid3m 48s
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Sharpening corners with Edge Crease7m 21s
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Baking subdivisions5m 28s
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Creating a Physical Camera and Target7m 31s
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First-person camera navigation in viewports5m 38s
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Enabling Safe Frames8m 25s
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Setting resolution and aspect ratio in Render Setup7m 41s
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Creating a free camera5m 40s
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Rotating in Gimbal coordinate space6m 43s
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Setting rotation Axis Order to emulate a tripod7m 30s
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Interactive production rendering9m 12s
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Creating photometric lights4m 45s
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Adjusting light intensity and color7m 5s
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Setting exposure control9m 43s
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Adjusting light shape10m 40s
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Controlling spotlight parameters8m 48s
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Using the Light Explorer3m 22s
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Illuminating with an environment color7m 28s
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Illuminating with an HDRI environment8m 26s
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Separating environment from background6m 37s
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Creating a sun and sky5m 39s
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Art directing a sun and sky8m 30s
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Using the Slate Material Editor7m 51s
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Assigning materials to objects5m 11s
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Managing scene materials8m 17s
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Managing sample slots5m 43s
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Saving a material library6m 29s
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Physical material color and roughness7m 41s
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Physical material reflection parameters6m 34s
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Controlling viewport material shading8m 17s
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Controlling material sample size5m 20s
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Creating a 3D procedural map2m 28s
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Art directing 3D map parameters8m 4s
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Mapping bitmap image files6m 18s
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Projecting UVs with UVW Map5m 6s
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Using real-world map size7m 10s
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Restoring links with Asset Tracking7m 11s
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Understanding hierarchies3m 49s
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Moving pivot points5m 42s
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Rotating pivot points5m 5s
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Prioritizing rotation axes7m 11s
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Linking objects4m 32s
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Locking transforms5m 7s
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Correcting and avoiding scale issues6m 43s
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Choosing frame rate and playback speed7m 13s
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Choosing the active time segment8m 12s
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Creating keyframes in Auto Key mode4m 14s
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Creating keyframes in Set Key mode8m 14s
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Editing keyframes in the Track Bar timeline7m 39s
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Editing keyframes in the Dope Sheet8m 14s
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Editing keyframes in the Curve Editor7m 2s
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Editing interpolation in the Curve Editor6m 31s
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Manipulating tangents in the Curve Editor7m 6s
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Editing a trajectory with a Motion Path8m 20s
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