Appendix
Autodesk 3ds Max Certification

Autodesk certifications are industry-recognized credentials that can help you succeed in your design career—providing benefits to both you and your employer. Getting certified is a reliable validation of skills and knowledge, and it can lead to accelerated professional development, improved productivity, and enhanced credibility.

This Autodesk Official Press guide can be an effective component of your exam preparation for the Autodesk® 3ds Max® 2016 certification exam. Autodesk highly recommends (and we agree!) that you schedule regular time to prepare, review the most current exam preparation road map available at www.autodesk.com/certification, use Autodesk Official Press books, take a class at an Authorized Training Center (find ATCs near you at www.autodesk.com/atc), take an assessment test, and use a variety of resources to prepare for your certification—including plenty of actual hands-on experience.


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Table A.1 is for the Autodesk 3ds Max 2016 Certified Professional exam and lists the topics, exam objectives, and the chapter where the information for each objective is found—and in the chapters, you'll find certification icons like the one in the margin here to indicate where objectives are covered. This book will give you a foundation for the basic objectives covered in the exam, but you will need further study and hands-on practice to complete and pass the Professional exam.

These Autodesk certification exam objectives were accurate at press time. To find the latest information about the exam and what is covered, go to www.autodesk.com/certification. Good luck preparing for your certification!

Table A.1 3ds Max 2016 exam objectives

Topic Exam Objective Chapter or Appendix
Animation Create a path animation and evaluate an object along the path Not Covered
Identify controller types Chapters 5, 6
Identify playback settings Chapters 5, 6
Locate the value of keys in the time slider Chapters 5, 6
Use a Dope Sheet Chapter 12
Cameras Differentiate camera types Chapter 14
Edit FOV (Field of View) Not Covered
Data management/interoperability Chapters 1, 14
Differentiate common file types and usages Not Covered
Use the import feature to import model data Chapter 3
Effects Use atmosphere effect Chapter 13
Identify particle systems Not Covered
Identify Space Warp types Not Covered
Lighting Compare attenuation and decay Chapter 13
Differentiate light functions in a scene Chapter 13
Identify parameters for modifying shadows Chapter 13
Use the Daylight System Chapter 15
Use the Light Lister Chapter 15
Materials / Shading Identify Shader parameters Chapter 9
Identify Standard materials Chapter 9
Use the Material Editor Chapters 9, 10, 15
Modeling Differentiate reference coordinate systems Chapters 1, 2, 7, 8
Differentiate workflow Chapters 2, 7, 8
Differentiate standard versus extended primitives Not Covered
Identify clone types Chapters 2, 7, 8
Identify vertex types Chapter 2
Use object creation and modification workflows Chapters 2, 7, 8
Use polygon modeling tools Chapters 2, 7
Use ProBoolean Not Covered
Rendering Differentiate renderers Chapter 15
Identify rendering parameters Chapter 15
Rigging Use Character Studio for rigging Chapter 11
Create simple bipeds Chapter 11
Use the Skin modifier Chapter 12
UI/Object Management Describe and use object transformations Chapters 1, 2, 5
Identify selection regions Chapters 2, 7, 8
Use viewports Chapters 1, 2
Set up and use scenes Chapters 1, 2
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