ACU 3ds Max study plan
ACU 3ds Max · Give each week a clear focus.
8 weeks · About 6 hours per week
3ds Max fundamentals and interface & Modeling
Navigate the four viewports and set up a custom quad-menu and keyboard shortcut set for the ten commands you use most
Configure scene units, grid snapping, and pivot behavior before starting any geometry
Build a hard-surface prop from primitives using only transforms, alignment tools, and the modifier stack
Organize the scene with layers and named selection sets so every object is identifiable at a glance
Reproduce a simple still-life arrangement from a written description using only object placement and cloning
Your checkpoint
A saved scene file containing an organized, layered still-life of at least eight objects, plus a one-page shortcut reference sheet you created
Modeling
Model a beveled hard-surface object using editable poly sub-object levels, insets, and extrusions
Apply a TurboSmooth or OpenSubdiv workflow and correct pinching with support loops
Use the symmetry modifier to build half a character or vehicle shell and mirror it cleanly
Retopologize a messy boolean result into clean quad-dominant topology
Check the model for non-manifold edges, flipped normals, and stray vertices before export
Your checkpoint
One finished hard-surface model with clean quad topology, verified watertight, saved alongside a wireframe screenshot
Modeling & Materials and mapping
Unwrap a complex object with the Unwrap UVW modifier and minimize texture stretching using checker maps
Pack UV islands efficiently and set texel density consistently across multiple objects
Build a layered material in the Slate Material Editor with diffuse, roughness, and normal maps wired correctly
Bake ambient occlusion or normal maps from a high-poly source to a low-poly target
Assign material IDs and apply a multi/sub-object material to a single mesh
Your checkpoint
A textured asset with packed UVs, a baked normal map, and a rendered turntable still showing no visible seams
Materials and mapping & Lighting and rendering
Set up a physically based material library and reuse it across three different assets
Light an interior scene with a daylight system plus portal or fill lights and justify each light's role
Configure Arnold or V-Ray render settings for a final frame, balancing samples against render time
Render a depth-of-field or motion-blur pass and composite it over the beauty pass
Diagnose and fix common artifacts such as fireflies, shadow acne, and light leaks
Your checkpoint
A final-quality rendered still of the week 3 asset in a lit environment, with a written list of the render settings used and why
Lighting and rendering & Animation
Animate a camera along a path with eased timing using the curve editor
Set and edit keyframes on transform tracks, then adjust tangents to remove robotic motion
Use the dope sheet to retime a short sequence without breaking existing keys
Render a short animated preview to verify timing before committing to final output
Apply a simple constraint or wire parameter to link one object's motion to another
Your checkpoint
A ten-second camera fly-through animation rendered as a low-resolution preview movie with visible easing
Animation
Rig a simple mechanical object with bones or a hierarchy and link it with a constraint-based setup
Animate a bouncing object with squash and stretch that respects weight and contact frames
Build a walk-cycle loop for a biped or simple character rig and verify the loop is seamless
Use the track view to clean up, filter, and organize animation curves
Export an animation to a common format and confirm it plays back correctly outside 3ds Max
Your checkpoint
A looping animation clip of at least five seconds, exported and verified in a viewer, with the source scene file
3ds Max fundamentals and interface & Modeling & Materials and mapping
Revisit weak areas identified in earlier weeks and rebuild one asset from scratch without notes
Complete a timed modeling exercise to test speed on familiar tools
Answer practice questions across fundamentals, modeling, and materials and log every miss with a reason
Refine your personal shortcut and workspace setup based on what slowed you down
Document a repeatable asset pipeline from blockout through texturing
Your checkpoint
A written pipeline checklist plus a scored practice-test log showing at least twenty reviewed questions with corrections
Lighting and rendering & Animation
Complete a timed rendering and animation practice set and log every miss with a reason
Render a final portfolio-quality image and animation from one scene to confirm end-to-end fluency
Review all logged errors and rewrite each corrected answer in your own words
Simulate exam conditions with a full mixed-domain practice run under time pressure
Finalize a one-page cheat sheet covering render settings, animation shortcuts, and common pitfalls
Your checkpoint
A final portfolio image plus a short animation, a completed error log, and a one-page cheat sheet
Milestones
Week 2: Can model a clean hard-surface object from scratch in under 90 minutes without referring to tutorials
Week 4: Can light and render a still that needs no post-fix for artifacts, and explain every render setting chosen
Week 6: Can produce a seamless looping animation with correct timing and export it successfully
Week 8: Scores at or above 80 percent on a full timed mixed-domain practice run and has a written correction for every missed item