ACU 3ds Max study materials
ACU 3ds Max study resources

ACU 3ds Max cheat sheet

ACU 3ds Max · Keep the key ideas within reach.

Quick reference

3ds Max Fundamentals and Interface

  • The default quad menu opens with a right-click in the viewport; it holds context-sensitive tools for the object or sub-object under the cursor.

  • Viewport navigation: middle mouse drag orbits, Alt+middle mouse pans, scroll wheel zooms, and Z zooms extents on the selection or scene.

  • Transform modes map to W (Move), E (Rotate), R (Scale); holding a mode key cycles through its variants such as uniform and non-uniform scale.

  • The command panel tabs are Create, Modify, Hierarchy, Motion, Display, and Utilities; the Modify tab shows the modifier stack of the selected object.

  • Coordinate systems in the Reference Coordinate System list include World, View, Screen, Local, Parent, and Gimbal; Local aligns axes to the object's own pivot.

  • Pivot point options are Pivot Center, Selection Center, and Transform Coordinate Center; the choice determines the origin of rotation and scale.

  • Scene Explorer (Tools menu) lists objects hierarchically and allows renaming, hiding, freezing, and selecting by name or type.

  • Units setup under Customize > Unit Setup defines Display Units and System Units; System Units govern internal scene scale and should be set before modeling.

  • Auto Key and Set Key are the two animation toggles at the bottom of the interface; Auto Key creates keys automatically when a property changes.

Quick reference

Modeling

  • Editable Poly sub-object levels are Vertex, Edge, Border, Polygon, and Element; Border selects open edge loops around holes.

  • Common poly operations: Extrude, Bevel, Inset, Bridge, Connect, Chamfer, Target Weld, and Swift Loop for adding edge loops.

  • TurboSmooth and MeshSmooth apply Catmull-Clark subdivision; the Iterations value multiplies face count roughly fourfold per level.

  • Boolean compound objects support Union, Intersection, Subtraction, and Merge; operands can be converted to editable poly to clean results.

  • Loft builds a surface from cross-section shapes along a path; the path can be a spline, and multiple shapes can share one path.

  • Modifier stack order matters: a modifier evaluates top-down, so placing Bend above TurboSmooth differs from placing it below.

  • The Symmetry modifier mirrors geometry across a plane and welds vertices within the threshold, useful for character halves.

  • Snap settings (S key) include Grid Points, Vertex, Endpoint, Midpoint, and Face; angle snap controls rotation increments.

  • Shell and ProBoolean are modifiers/compound objects used to give thickness or combine solids while preserving closed manifold results.

Quick reference

Materials and Mapping

  • The Slate Material Editor (M) is node-based; the Compact Material Editor is slot-based and limited to 24 visible slots per session.

  • Standard material channels include Diffuse, Specular, Glossiness, Self-Illumination, Opacity, Bump, Reflection, and Refraction.

  • Physical Material uses Base Color, Roughness, Metalness, and an IOR value near 1.5 for common dielectrics.

  • Map channels: Diffuse Color accepts color maps, Bump accepts normal or grayscale maps, and Opacity uses grayscale where black is transparent.

  • UVW Map modifier projection types are Planar, Cylindrical, Spherical, Shrink Wrap, Box, and Face; each maps the surface differently.

  • The Unwrap UVW modifier provides the Edit UVWs dialog for stitching, relaxing, and packing UV shells into the 0-1 space.

  • UVW Map channel numbers must match the map channel used by the material, otherwise the texture will not appear correctly.

  • Bitmap output settings control blur, cropping, and the alpha source; the View Image button previews the loaded file.

  • Multi/Sub-Object material assigns different materials per material ID; polygon material IDs are set in Editable Poly's Polygon level.

Quick reference

Lighting and Rendering

  • Standard light types are Omni (point), Target Spot, Free Spot, Target Direct, and Free Direct; photometric lights use real-world intensity units.

  • Arnold is the default production renderer in recent 3ds Max releases; Scanline and ART are alternatives available in the Render Setup dialog.

  • Key light, fill light, and rim light is a standard three-point setup; fill typically sits opposite the key at lower intensity.

  • Shadow types include Area, Shadow Map, Ray Traced, and Advanced Ray Traced; area shadows soften with distance from the caster.

  • Global illumination methods in Arnold include light sampling and skylight; the Skylight or an HDRI dome provides ambient illumination.

  • Render Setup (F10) controls output size, frame range, renderer, sampling quality, and the Render Elements list for passes.

  • Exposure Control under Environment (8) affects overall brightness; Physical Camera settings include FOV, f-stop, shutter, and ISO.

  • Render Elements such as Z-Depth, Reflection, and Diffuse passes are composited later and must be enabled before rendering.

  • The Frame Buffer displays the rendered image; the Render button (Shift+Q) renders the active viewport with current settings.

Quick reference

Animation

  • The Track View - Curve Editor edits animation curves; tangents control ease-in and ease-out between keys.

  • Key interpolation types include Linear, Bezier, TCB, and Stepped; Stepped holds a value until the next key with no interpolation.

  • The Dope Sheet shows keys as blocks along time, useful for retiming and shifting key ranges without editing curve values.

  • Controller types include Position XYZ, Euler XYZ, Bezier Float, Noise, and List; a List controller layers multiple controllers on one track.

  • Constraints such as Path, LookAt, Link, and Position attach an object's motion to another object or path.

  • The time configuration dialog sets frame rate (NTSC, PAL, Film, Custom) and the total animation length in frames.

  • Wire Parameters create one-way or two-way links between animatable properties of two objects.

  • Reaction Manager stores driven poses or values based on a slider, useful for corrective shapes and procedural rigs.

  • Biped and CAT are character rig systems; Skin and Physique bind mesh vertices to bones for deformation.