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

ACU 3ds Max study plan

ACU 3ds Max · Give each week a clear focus.

8 weeks · About 6 hours per week

Week 1

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

Week 2

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

Week 3

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

Week 4

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

Week 5

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

Week 6

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

Week 7

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

Week 8

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