Exam Objectives: Autodesk Certified User: 3ds Max
Exam Objectives: Autodesk Certified User: 3ds Max
Exam Objectives: Autodesk Certified User: 3ds Max
Candidate Description
A successful candidate can create and set a project, navigate the user interface, and
create polygon-based models. The successful candidate can also unwrap a model, rig
the model with bones, and animate the model. The successful candidate can create
materials and apply them, add cameras, and light and render their scenes. He/she
has a good knowledge of proper topology and should be able to troubleshoot their
models, rigs, and animations. Furthermore, the minimally qualified candidate can
function at a junior level under the supervision of a more experienced person.
Prerequisites
It is expected that all candidates will have a general understanding of:
• Basic computer skills
• How to navigate the user interface and workspaces
• 3D perspectives
• The Help system within 3ds Max
Objective Domain
Some of the topics and features of the software that may be covered in the exam are
listed below each objective.
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1. Scene Management
1.1 Set up a project
1.1.a Use the Project Window
i. May include defining a project and setting paths and folders.
2. Modeling
2.1 Create a polygon primitive
2.1.a Toggle interactive creation
2.1.b Manipulate the parametric attributes
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2.2.d Modify smoothing groups
i. May include assigning polygons to smoothing groups.
3. UVW Coordinates
3.1 Configure Basic UVW Projections using the UVW Map Modifier
3.1.a Apply different mapping types
i. May include Box, Planar, Cylindrical, and Spherical.
4. Materials / Shading
4.1 Work with a material
4.1.a Differentiate material types
4.1.b Differentiate shader types
i. May include Oren-Nayar-Blinn, Metal, Blinn, and Anisotropic.
Autodesk®, Autodesk Certified Professional, and AutoCAD® are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries.
5. Rigging
5.1 Utilize the Bone tools
5.1.a Create bones
5.1.b Edit bones
i. May include bone parameters.
6. Cameras
6.1 Work with cameras
6.1.a Differentiate camera types
i. May include Free Camera, Target Camera, Physical Camera, and Arnold Camera.
ii. May include identifying when to use each camera type and knowing the difference
between perspective versus orthographic cameras.
6.1.c Use the Camera Viewport controls to adjust the camera view
i. May include Dolly, Truck, Roll, and Orbit/Pan.
7. Animation
7.1 Use the Time Slider and set the Time Configuration settings
7.1.a Set keyframes using Auto Key and Set Key
i. May include setting a keyframe, moving/manipulating a keyframe, removing a keyframe,
and locating the value of a keyframe in the Time Slider.
Autodesk®, Autodesk Certified Professional, and AutoCAD® are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries.
7.2 Demonstrate how to animate an object along a path
7.2.a Create a spline/curve
7.2.b Animate an object on the path
7.2.c Demonstrate how to control object axis and banking on the path
7.2.d Manipulate an object along the path
i. May include changing the spline/curve.
8. Lighting
8.1 Work with lights
8.1.a Differentiate light types
i. May include Target spot, Free Spot, Target Direct, Free Direct, Omni, and Skylight.
9. Rendering
9.1 Differentiate the built-in renderers
i. May include QuickSilver Hardware Renderer, ART Renderer, Scanline Renderer, VUE File
Renderer, and Arnold.
Autodesk®, Autodesk Certified Professional, and AutoCAD® are registered trademarks or trademarks of Autodesk, Inc., and/or its subsidiaries and/or affiliates in the USA and/or other countries.