Autodesk 3ds Max 2014 Bible /
A complete reference covering the newest version of 3ds Max software Autodesk 3ds Max is the popular 3D modeling, animation, rendering, and compositing software preferred by game developers and graphic designers in film and television. This comprehensive reference not only introduces beginners to th...
Clasificación: | Libro Electrónico |
---|---|
Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Indianapolis :
Wiley,
[2014]
|
Colección: | Bible.
|
Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Table of Contents; Title Page; Preface; Part I: Getting Started with Autodesk 3ds Max 2014; Quick Start: Adding a Crowd to the City Center; Chapter 1: Exploring the Interface; Chapter 2: Controlling and Configuring the Viewports; Chapter 3: Working with Files, Importing, and Exporting; Chapter 4: Setting Preferences; Part II: Manipulating Objects; Chapter 5: Creating and Editing Primitive Objects; Chapter 6: Selecting Objects and Using Layers; Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping; Chapter 8: Cloning Objects and Creating Object Arrays.
- Chapter 9: Grouping, Linking, and Parenting ObjectsChapter 10: Organizing Scenes with Containers, XRefs, and the Schematic View; Part III: Modeling 3D Assets; Chapter 11: Accessing Subobjects and Modifiers and Using the Modifier Stack; Chapter 12: Drawing and Editing 2D Splines and Shapes; Chapter 13: Modeling with Polygons; Chapter 14: Using the Graphite Modeling Tools and Painting with Objects; Chapter 15: Working with Compound Objects; Chapter 16: Deforming Surfaces and Using the Mesh Modifiers; Part IV: Applying Materials and Textures.
- Chapter 17: Creating and Applying Standard Materials with the Slate Material EditorChapter 18: Adding Material Details with Maps; Chapter 19: Using Specialized Material Types; Chapter 20: Creating Compound Materials and Using Material Modifiers; Chapter 21: Unwrapping UVs and Mapping Textures; Chapter 22: Painting in the Viewport Canvas and Rendering Surface Maps; Chapter 23: Creating Baked Textures and Normal Maps; Part V: Working with Backgrounds, Cameras, and Lighting; Chapter 24: Configuring and Aiming Cameras; Chapter 25: Matching Perspective to Background Images.
- Chapter 26: Using Lights and Basic Lighting TechniquesChapter 27: Using the Sunlight and Daylight Systems; Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity; Part VI: Rendering a Scene; Chapter 29: Rendering a Scene and Enabling Quicksilver; Chapter 30: Managing Render States; Chapter 31: Batch and Network Rendering; Chapter 32: Rendering with mental ray and iray; Chapter 33: Compositing with Render Elements and the Video Post Interface; Part VII: Animating Objects and Scenes; Chapter 34: Understanding Animation and Keyframes.
- Chapter 35: Animating with Constraints and Simple ControllersChapter 36: Exploring the Complex Controllers; Chapter 37: Using Animation Layers and Animation Modifiers; Chapter 38: Wiring Parameters; Chapter 39: Editing Animation Curves in the Track View; Part VIII: Working with Characters; Chapter 40: Understanding Rigging, Kinematics, and Working with Bones; Chapter 41: Skinning Characters; Chapter 42: Animating Characters with CAT; Chapter 43: Creating Crowds and Using Populate; Part IX: Adding Special Effects; Chapter 44: Creating Particles and Particle Flow; Chapter 45: Using Space Warps.