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3 Ds Max

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17 views6 pages

3 Ds Max

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Autodesk Certified User Exam Objectives

3ds Max
Target Audience
The Autodesk Certified User (ACU) 3ds Max exam demonstrates competency in 3D
modeling and animation. The exam covers the basic use of the 3ds Max software as
well as basic computer modeling and animation practices. An individual earning this
certification has approximately 150 hours of instruction and hands-on experience
with the product, has proven competency at an industry entry-level, and is ready to
enter the job market.

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
• Understand and locate software preferences
• 3D perspectives
• The Help system within 3ds Max

Certified User

operations@veloces.in
+91-844-844-8611
Objective Domain 1. Scene Management
Some of the topics and 1.1 Set up a project
features of the 1.1.a Use the Project Window
software that may be i. Define a project and setting paths and folders
covered in the exam
are listed below each 1.1.b Create a new project
objective. i. Empty and default projects

Note: Within the context ii. Create from current


of this exam series, all 1.1.c Set the active project
references to “create,
select, manage, etc.” 1.2 Setup the scene preferences
indicate “know how to 1.2.a Change the grid spacing
create, select, manage,
1.2.b Set the scene units
etc.”

operations@veloces.in
+91-844-844-8611
AUTODESK CERTIFIED USER EXAM OBJECTIVES
1.2.c Set the display units
1.2.d Set the scene frame rate

1.3 Manage scene objects


1.3.a Organize objects
i. Use the Scene Explorer, selection sets, and the Display panel
ii. Select, group, and parent
iii. Use the Layer Explorer to Show/Hide Layers, Freeze/Thaw Layers, and Add/
Delete objects from layers
1.3.b Navigate and rearrange hierarchies in the Scene Explorer

1.4 Modify the properties of one or more objects


1.4.a Change multiple objects’ properties
i. Differentiate between Instance, Copy, and Reference
1.4.b Modify object parameters
i. Command panel, Creation panel
ii. Size, segment, etc.

1.5 Manipulate objects’ transformations and pivot point


1.5.a Use the Transform tools for precision transformation
i. Specify a Reference Coordinate System
1.5.b Transform multiple objects using the Align tool
1.5.c Create multiple objects using the Array tool
1.5.d Duplicate objects using the Mirror tool

1.6 Change viewport display


1.6.a Change viewport shading
1.6.b Change viewport lighting
1.6.c Determine poly count

2. Modeling
2.1 Create a polygon primitive
2.1.a Create primitives
2.1.b Manipulate the parametric properties
2.1.c Apply modifiers

2.2 Edit polygon surfaces


2.2.a Convert to editable poly
2.2.b Identify polygon sub-objects
2.2.c Add polygon sub-objects
i. Insert Loop, Offset Edge, Chamfer, Cap, and Attach/Detach
2.2.d Manipulate polygon sub-objects to modify geometry
i. Move, rotate, and scale
ii. Switch between various object and sub-object modes
iii.Extrude, bevel, bridge, and add divisions
iv. Utilize see-through mode
v. Check the polygon normal and flip it if necessary
vi.Cut, Target Weld, and Connect.
2.2.e Modify smoothing groups
Certified User
i. Assign polygons to smoothing groups

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AUTODESK CERTIFIED USER EXAM OBJECTIVES
2.3 Use the modeling and selection tools
2.3.a Utilize the Symmetry modifier
2.3.b Illustrate uses of Soft Selection
i. May include changing Soft Selection parameters.
2.3.c Perform object operations
i. May include Attach/Detach, MSmooth, and Boolean.

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.
3.1.b Change properties of UVW projections

3.2 Use the Unwrap UVW modifier


3.2.a Describe UVW sub-objects
i. May include identifying a UV Element and using the Select by Element
toggle.
3.2.b Transform a UVW Element
i. May include Cut, Stitch, Unfold, Relax, Layout, and Weld.
3.2.c Utilize UVW manipulation aids
i. May include assigning CheckerPattern and showing distortion.

4. Materials / Shading
4.1 Work with a material
4.1.a Use the material appropriate for the selected rendering engine
i. Differentiate material types
ii. Differentiate shader types among the different renders
4.1.b Create a material
4.1.c Assign material to an object
i. May include assigning materials to selected polygons by Material ID.

4.2 Modify material properties


4.2.a Use the material editors
i. Modify material nodes in the view
ii. Compact vs. Slate editor
4.2.b Apply maps to materials
i. May include classifying map types (2D and 3D procedurals, Bitmaps), using
color and normal maps, and identifying map types (when using procedural or
3D map types).
4.2.c Change shader specific properties for a material

5. Rigging
5.1 Utilize the Bone tools
5.1.a Create bones
5.1.b Edit bones
i. Bone parameters
5.1.c Implement Forward Kinematics (FK)
Certified User i. Check bone hierarchy in Scene Explorer

© 2022 Certiport, A Business of NCS Pearson, Inc. Certiport and the Certiport logo are registered trademarks of Certiport, A Business of NCS Pearson, Inc.
AUTODESK CERTIFIED USER EXAM OBJECTIVES
5.1.d Implement Inverse Kinematics (IK) on bones
i. IK Solvers

5.2 Use the Skin modifier


5.2.a Edit envelopes

5.3 Apply constraints


5.3.a Identify the constraints
i. Link, position, path, and orientation
5.3.b Apply a constraint
i. Selection order for creation, weights, etc.
5.3.c View hierarchy in the Schematic View
i. Identifying object connections

5.4 Utilize Character Studio


5.4.a Apply biped
5.4.b Apply physique

6. Cameras
6.1 Work with cameras
6.1.a Differentiate camera types
i. Free Camera, Target Camera, and Physical Camera
ii. Identify when to use each camera type and know the difference between
perspective versus orthographic cameras
6.1.b Create a camera
i. May include activating a camera view.
6.1.c Use the Camera Viewport controls to adjust the camera view
i. May include Dolly, Truck, Roll, and Orbit/Pan.
6.1.d Use the Walkthrough Assistant

6.2 Modify camera property names or values


6.2.a Define the functions of near and far clip planes
6.2.b Adjust lens/focal length/field of view

6.3 Show Safe Frames


6.3.a Demonstrate the use of title safe, action safe, and user safe areas

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. Set a keyframe, move/manipulate a keyframe, remove a keyframe, and locate
the value of a keyframe in the Time Slider
7.1.b Change the Time Slider range
7.1.c Locate the value of an animated parameter
7.1.d Create a Preview Animation
7.1.e Adjust Time Configuration Settings
i. Frame Rate, Playback, Time Display, and Re-scale Time

7.2 Demonstrate how to animate an object along a path


Certified User 7.2.a Create a spline/curve to animate an object on the path

© 2022 Certiport, A Business of NCS Pearson, Inc. Certiport and the Certiport logo are registered trademarks of Certiport, A Business of NCS Pearson, Inc.
AUTODESK CERTIFIED USER EXAM OBJECTIVES
7.2.b Demonstrate how to control object axis and banking on the path
7.2.c Manipulate an object along the path
i. Change the spline/curve
ii. Modify the percentage along a path

7.3 Edit animation using the Track View (Curve Editor / Dope Sheet)
7.3.a Differentiate different tangent types
i. Auto Tangents, Spline, Fast, Slow, Linear, Flat, Step, and Smooth
7.3.b Break and unify tangents
7.3.c Lock and show tangents
7.3.d Switch between spline and stepped tangents
7.3.e Manipulate multiple keyframes using the Dope Sheet

8. Lighting
8.1 Work with lights
8.1.a Create a light
i. Standard light types: Target spot, Free Spot, Target Direct, Free Direct, Omni,
and Skylight
8.1.b Change common light parameters
i. Change common light parameters using Light Lister
ii. Color, multiplier, etc.
8.1.c Prevent an object from receiving light
i. Use the Light Include/Exclude tool

8.2 Work with shadow types


8.2.a Differentiate shadow types
i. Shadow Map, Ray-Traced, Area, and Advanced Ray-Traced
8.2.b Adjust type-specific shadow parameters
i. Color and density

9. Rendering
9.1 9.1 Differentiate the built-in renderers
i. QuickSilver Hardware Renderer, ART Renderer, Scanline Renderer, VUE File
Renderer, and Arnold

9.2 9.2 Configure Scanline render parameters


9.2.a Change common parameters
i. View to Render, Output Size settings, Frame Range, and Render Region
9.2.b Change renderer specific parameters
i. Adjust basic settings (Sampling and Ray Depth)
9.2.c Render still image and animation sequence

Certified User

© 2022 Certiport, A Business of NCS Pearson, Inc. Certiport and the Certiport logo are registered trademarks of Certiport, A Business of NCS Pearson, Inc.

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