3 Ds Max
3 Ds Max
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
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
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
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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
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.
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
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AUTODESK CERTIFIED USER EXAM OBJECTIVES
5.1.d Implement Inverse Kinematics (IK) on bones
i. IK Solvers
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
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
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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
9. Rendering
9.1 9.1 Differentiate the built-in renderers
i. QuickSilver Hardware Renderer, ART Renderer, Scanline Renderer, VUE File
Renderer, and Arnold
Certified User
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