3ds Max

What is 3ds Max & What is it Used For?

3ds Max is a computer graphics program for creating 3D models, animations, and digital images. It’s one of the most popular programs in the computer graphics industry and is well known for having a robust toolset for 3D artists.

A favorite among game developers, TV commercial studios, and architects, 3ds Max is owned by Autodesk, the same company responsible for programs like Maya and AutoCAD.

3ds Max is often used for character modeling and animation as well as for rendering photorealistic images of buildings and other objects. When it comes to modeling 3ds Max is unmatched in speed and simplicity.

The software can handle several stages of the animation pipeline including pre-visualization, layout, cameras, modeling, texturing, rigging, animation, VFX, lighting, and rendering.As one of the most widely used 3D packages in the world, 3ds Max is an integral part of many professional studios and makes up a significant portion of their production pipeline for games and movies.

This has many other uses of them Autodesk 3ds Max 2018 Architecture Interior and Exterior Design and Vray

Anyone who works in the worlds of architectural or interior design, and has a need for ‘artist renderings’ of interior or exterior spaces, will be familiar with 3ds Max, published by industry giant Autodesk.

3ds Max is the default standard – bearer for such work, not because it can’t be done in other 3D programs – it can. But more likely because 3ds Max is so well integrated into Autodesk’s other architectural and AEC industry packages, such as AutoCAD and Revit, which dominate their respective and related markets.

Creating an interior room in 3D can be approached a number of ways, but it breaks down into the following general steps (regardless of the program you use): modelling, scene building (which predominantly includes texturing and lighting), and rendering the final image, followed (usually) by post-production.


This is the step where we create the room and all of the furniture that goes into it. Just like visiting a Hollywood set, people are often surprised when they see the actual models that make up a 3D illustration. The ‘room’ is often a terribly simple 3D geometry – more or less a hollow box, with any needed variations in shape. Push out an L-shape there for a dining area, knock out holes for windows and doors, maybe another hole in the ceiling that will later have a flight of stairs added beneath it, and so forth.

Modelling the room’s architecture is usually not very hard, and can easily be done in 3ds Max without too much training or practice. This is often because room interiors are made up of lots of straight and reasonably simple shapes.

For example, in the 3D illustration at the top of the page, we have a room that is a simple box. To it we added a slight setback area on the back wall where the window is. And of course, we added the window itself. All of this was rather simple work. And even most of the furniture in this scene is pretty simple, containing mostly box-like shapes with straight lines.

Things get more complex, though, when we need to start populating the room with furniture and objects that make it all come alive. 3DS Max has all of the tools one would need to create such models, but learning how to use them, and in combination with one another to create exotic shapes, begins to get more complex.

The crib model in the centre gets a bit more complex, as the trim along the top required an undulating wave shape (created using lofting and boolean tools), and the spindles have a complex profile (created using revolve profile tools). Other items in the scene are still more complex: the rocking horse, curtains, and toy duck were all created using a range of toolsets.

Lighting the room

The last major step to scene building is to light the room. If you have a background in photography, film lighting, stage lighting, or are an environmental lighting specialist, all the better. Max gives you lighting styles that replicate the types of lights we work within the real world.

These include directional lighting (aka, the sun), point lights (bare bulb lighting that would usually have lampshades applied), tube lighting (Fluorescence ), and others. It also lets us bring in IES lighting data, which helps to generate real world lighting simulations, imperfections and all.


The rendering process takes all of the decisions you made along the way and uses that information to create a final rendering of the file. The texturing, the lighting, the geometry datasets… all come together in that final rendering. Except for the fact that there is hardly ever just one rendering.

There is almost always something that needs tweaking or didn’t look quite right, so we go back again to fix and re-render. If you are new to 3D, get used to this.


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