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The Complete Guide to 3ds Max

Build Richard Meier's Saltzman House in 3ds Max. You'll start at the default workspace and work through the command panel, modifier stack, and edit poly workflow, then model the entire house from imported CAD plans: exterior shell, interior walls, doors, windows, stairs, railings, and site terrain. Materials, cameras, and a basic animation pass prep the scene for export and a D5 Render live sync for finished interior and exterior stills.

  • 17+ hours of premium content
  • 16 step-by-step video lessons
  • Future updates included
Skill Level
Beginner
Approx.
Approx. 16 hrs16 hrs
Award
On completion
Language
English

About this course

Sixteen lessons across four chapters take you from opening 3ds Max for the first time to a finished render of Richard Meier's Saltzman House. The fundamentals chapter covers interface, viewports, the command panel, snap toggles, and project units for architectural 3D modelling. The Saltzman House project spans five lessons of clean construction — base, exterior shell, interior walls, doors and windows, stairs and railings, and site terrain. Materials and visualisation cover the compact and slate material editors, multi-sub object IDs, physical cameras, and animation. The course finishes with detail cleanup, multi-format export, and D5 Render live sync for interior and exterior stills.

This complete guide to 3ds Max develops your modelling skills from the default workspace through to a finished render of Richard Meier's Saltzman House. You'll work through the 3ds Max interface, the modifier stack, and the edit poly workflow that underpin every architectural modelling task in the application — the foundations carry across to any 3ds Max project regardless of building type or scale.

The Saltzman House serves as the project vehicle across all sixteen lessons, taking you from imported CAD plans through to a fully populated scene with materials, cameras, and a basic animation pass. You'll model the exterior shell, interior walls, doors, windows, stairs, railings, the spiral staircase, and the undulating site terrain — all using clean, layered geometry that exports cleanly to other applications.

Workflow techniques include compound objects with ProBoolean, FFD deformation, the slate material editor with multi-sub object IDs, UVW mapping, physical cameras, and Set Key animation. The course also covers multi-format export — FBX, OBJ, DWG, and 3DS — with practical guidance on how each format behaves when imported into Revit, Rhino, and other architectural applications.

The course finishes with D5 Render live sync, producing finished interior and exterior renders that pair the modelling work directly with a real-time rendering workflow. The skills you build position you to take any architectural modelling project from CAD reference through to render-ready scene, and the course pairs naturally with the V-Ray for 3ds Max course already on the platform if you want to deepen the rendering side after this one.

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What will you learn?

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This course will turn you into:

A confident 3ds Max modeller

Someone who navigates the command panel and modifier stack instinctively, sets up architectural units, and builds clean geometry with edit poly, planes, and snap toggles.

A complete project builder

An architect who can import CAD plans, model an entire house from base to roof, populate it with imported FBX and SketchUp furniture, and apply materials with multi-sub object IDs.

A modelling-to-render finisher

A designer who exports to FBX, OBJ, DWG, or 3DS, hands off cleanly to Revit or Rhino, and live-syncs into D5 Render for finished interior and exterior stills.

Syllabus

Chapter 1 - 3ds Max Fundamentals+
Lesson 1 – Course Introduction + Interface Tour (39:35)

Tour the default 3ds Max workspace from main menu through to viewport navigation tools, covering the command panel, layer explorer, and timeline. Set up a project folder, configure architectural units to millimetres, and learn how the X/Y/Z coordinate system underpins every move and rotate. Walk through selection, transform tools, snap toggles with vertex constraints, and the difference between copy, instance, and reference. Frame the course as the modelling half of a learning series that ends at D5 Render and pairs with the existing V-Ray for 3ds Max course.

Lesson 2 – The Command Panel + First Models (1:07:16)

Build first geometry through the create panel — standard primitives, extended primitives, and 2D shapes — using the click-drag-release pattern that defines length, width, then extrusion height. Explore compound objects including ProBoolean, particle systems, and the built-in door, window, and stair presets. Add edit poly to access vertex, edge, and polygon modes for direct mesh editing, then layer modifiers like TurboSmooth and FFD on top of the stack. Finish by understanding how the modifier stack works non-destructively, with tools like Delete Mesh available for cleanup.

Chapter 2 - Saltzman House Project+
Lesson 3 – Starting the Saltzman House — Reference Setup (1:24:23)

Import the Saltzman House CAD plans and elevations into 3ds Max — base, ground floor, first floor mezzanine, roof, plus four elevations — keeping a dedicated CAD layer to stop the scene getting messy. Align the front elevation against the base by rotating ninety degrees with angle snap and snapping vertex-to-vertex with the move command. Compare two wall-modelling methods — converting the CAD spline to extrude versus tracing fresh planes — and settle on the plane method because exported splines from SketchUp rarely weld cleanly. Trace the ground floor outline as a plane, add a Shell modifier for thickness, and extrude each wall face separately to the right height.

Lesson 4 – Modelling the Exterior Shell (1:36:37)

Model the ground floor interior walls using the same plane-and-snap workflow established for the exterior, converting each plane to editable poly so edges can be moved into position. Build the curved interior wall using lines and arcs welded together at vertex level, then attach into one editable spline before extruding. Construct the first floor slab from a traced border, add Shell for thickness, and align walls below the new slab. Finish with the curved exterior wall and the front glazing/bridge sections that span between the two main blocks.

Lesson 5 – Modelling the Interior Walls (1:59:57)

Model the first floor interior walls using the same plane-to-editable-poly workflow, copying the curved wall up a level rather than re-modelling it from scratch. Build the mezzanine slab over the double-height space, extend existing walls upward, and lay out the mezzanine interior including the glass walls. Model the roof slab and the perimeter roof beams that wrap the main block. Close out by modelling the secondary building block alongside a final cleanup pass on the interior walls.

Lesson 6 – Doors, Windows, Stairs + Railings (2:03:29)

Compare two approaches to doors and windows — the built-in pivot door preset versus a fully custom build — and learn why presets need an edit poly on top to separate frame from glass for render-engine material assignment. Model frames at a 125mm thickness using the preset's top rail, bottom rail, and panel parameters, then build the curved glass wall with a spline plus Shell modifier. Construct the spiral staircase with landing, and use the Sweep modifier with a custom profile for horizontal handrail posts. Finish the railings around the bridge and double-height openings.

Lesson 7 – Completing the Architectural Envelope (1:17:14)

Model the Saltzman House site, comparing four terrain workflows — plane plus Noise modifier, soft selection sculpting, the Paint Deformation tool, and Subdivide/Tessellate modifiers — and pick the right one for each part of the landscape. Add a TurboSmooth on top of the noise to soften pointy peaks, then flatten a building pad where the house sits. Sculpt natural undulations into the ground using soft-selection vertex moves, then carve in the parking and driveway. Curate the final terrain so the site reads as East Hampton flat-with-character rather than CGI-flat.

Chapter 3 - Materials + Visualisation+
Lesson 8 – Importing Furniture + External 3D Assets (2:06:50)

Test how 3DS, DWG, SKP, and FBX file formats behave when imported into 3ds Max, paying close attention to scale, pivot placement, and whether textures survive the trip. Resolve the common naming-clash error that appears when re-importing FBX assets, then bulk-rename and re-export to keep the scene clean. Populate the ground floor with a six-seater dining table, kitchen counter with sink cutout, bedroom and bathroom fixtures sourced from 3D Warehouse, PolyHaven, and TurboSquid. Model the curved balcony wall, fireplace, and sofa, then bring an iMac and breakfast table onto the first floor.

Lesson 9 – The Material Editor — Foundations (43:20)

Set up the material editor and explain why the render engine — V-Ray, Corona, Enscape, Arnold, or D5 — should be set first, since each one swaps in a different material system. Switch between the compact and slate material editors and learn when each one helps: compact for fast simple materials, slate for node-based workflows with multiple texture maps. Build a basic material using PBR maps in bitmap slots, then layer multi-sub object materials with material IDs so a single object can carry several finishes. Plan how the project's main blocks will be split for material assignment in the next lesson.

Lesson 10 – Applying Materials to the Model (1:11:01)

Apply a frame material to every door and window across the Saltzman House, using assign-to-selection rather than click-and-drag for speed across multiple elements. Split the base into separate interior and exterior floor materials, then map a wood texture using UVW mapping to control scale and direction. Use multi-sub object IDs on the ground floor walls so interior paint and exterior render read as separate materials on one object. Work through the first floor slab and mezzanine, splitting materials block-by-block for a clean handoff into the render engine.

Lesson 11 – Setting Up Cameras (38:31)

Set up physical, target, and free cameras inside 3ds Max, mimicking the framing of the Saltzman House reference photos. Place the camera using click-drag-release in plan view, lift it to 1.6 metres for human eye height, then look through it via the viewport view selector without disturbing the orthographic views. Adjust focal length, clipping planes, and field of view through the camera's modifier panel, and use the selection filter to lock onto cameras only when nudging position. Build the hero exterior shot, an aerial view, a camera on the bridge, and a set of interior shots ready for render.

Lesson 12 – Animation Basics (34:30)

Set up the timeline at thirty frames per second, configure animation length, and explain the simple math that turns frames into seconds. Compare Set Key against Auto Key for keyframing object motion, then use the curve editor to ease in and out of moves rather than letting the animation run flat. Drive a car along a path using a Path Constraint, then animate a camera fly-through that approaches the Saltzman House from outside. Finish with an aerial animated camera ready to hand off to V-Ray, D5, or any third-party render engine.

Chapter 4 - Detail, Export + D5 Render+
Lesson 13 – Final Detail Pass + Model Cleanup (32:31)

Walk the model and add the missing columns spanning ground floor to roof — measured at 9094.98mm with the tape measure tool, modelled as cylinders with edge-mode placement, then instanced across the layout. Model the missing beam, then build a cushion from a chamfered box using FFD deformation, soft-selection bulge, and an inset seam to read as fabric. Populate the sofa with cushion instances, then refine the terrain noise so the site reads naturally rather than uniformly bumpy. Leave the project clean, named, layered, and ready for export.

Lesson 14 – Exporting to Revit, Rhino + Other Software (17:17)

Export the finished model from 3ds Max into FBX, OBJ, DWG, and 3DS file formats, paying attention to the up-axis setting (Z up for Revit and Rhino, Y up by default in some FBX exports). Import the DWG into Revit and observe the missing-face problem that comes from translating polygon mesh into BIM-based geometry. Bring the same exports into Rhino, which reads 3D mesh geometry far more flexibly than Revit, and use the Rhino-to-Revit workaround when a clean BIM import really matters. Wrap the course with what comes next — V-Ray for 3ds Max for full rendering, or D5 Render via live sync in lessons fifteen and sixteen.

Lesson 15 – Live Syncing with D5 Render — Interior Renders (Part 1) (30:00)

Connect 3ds Max to D5 Render via the live sync plugin and set up an interior render of the Saltzman House. Push materials, lighting, and camera positions across the link, then dial in interior lighting, surface finishes, and atmosphere for a finished still. Work through the sync between the two apps so model edits in 3ds Max appear live in D5 without re-export. Finish with a polished interior render ready to drop into a presentation.

Lesson 16 – Live Syncing with D5 Render — Exterior Renders (Part 2) (30:00)

Take the live-synced model into the exterior environment — landscape, sky, time of day, and surrounding context for the Saltzman House. Build the exterior lighting setup, place vegetation and entourage, and push atmosphere to match the interior render produced in lesson 15. Use D5's environment system to test multiple sun angles and weather settings without losing the live link. Finish with an exterior render that pairs with the interior shot for a complete project package.

Neelkumar Wala

Meet your instructor

Neelkumar Wala

BIM Lead

Speirs Major

Hi, I'm Neelkumar Wala. I am the BIM Lead at Speirs Major. With extensive experience across various project types and procurement routes, I have successfully managed projects with substantial contract values. My work spans a broad spectrum of public and private sector clients nationwide. I have a deep passion for educating and mentoring the next generation of professionals in the architecture and construction industry.

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Frequently Asked Questions

Sixteen lessons across four chapters take you from opening 3ds Max for the first time to a finished render of Richard Meier's Saltzman House. The fundamentals chapter covers interface, viewports, the command panel, snap toggles, and project units for architectural 3D modelling. The Saltzman House project spans five lessons of clean construction — base, exterior shell, interior walls, doors and windows, stairs and railings, and site terrain. Materials and visualisation cover the compact and slate material editors, multi-sub object IDs, physical cameras, and animation. The course finishes with detail cleanup, multi-format export, and D5 Render live sync for interior and exterior stills.
This course is designed for beginners with little to no prior experience. We'll start with the fundamentals and build your skills step-by-step. The course contains 16 step-by-step video lessons covering 17+ hours of premium content. Each lesson is carefully structured to build on the previous one, allowing you to learn at your own pace with lifetime access to all content.
Yes, you'll need access to the relevant software to follow along with the lessons. Most software vendors offer free trials or educational licenses. We recommend having the software installed so you can practice as you learn and complete the hands-on exercises.
Your membership includes unlimited access to this course and all our other premium courses, offline viewing via our mobile app, access to Corb (our AI architectural assistant), and live tutor support. Annual members also get downloadable resource packs and additional AI credits.
Yes! Upon completing all lessons in The Complete Guide to 3ds Max, you'll receive a certificate of completion. This demonstrates your commitment to professional development and can be added to your portfolio or LinkedIn profile.
Absolutely! You can access The Complete Guide to 3ds Max on any device - desktop, laptop, tablet, or smartphone. For the best mobile experience, download our dedicated ArchAdemia app, which allows annual members to download lessons for offline viewing.

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