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Autodesk 3ds Max 2012 essentials : Autodesk official training guide /

A guide to 3ds Max explains how to use the software to create a variety of animation, film effects, and games.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Derakhshani, Randi
Otros Autores: Derakhshani, Dariush
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Indianapolis, IN : Wiley Pub., ©2011.
Colección:Autodesk official training guide.
Serious skills.
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)
Tabla de Contenidos:
  • Ch. 1 The 3ds Max Interface
  • The Workspace
  • User Interface Elements
  • Viewports
  • ViewCube
  • Mouse Buttons
  • Quad Menus
  • The Caddy Interface
  • Display of Objects in a Viewport
  • Viewport Navigation
  • Transforming Objects Using Gizmos
  • Move
  • Rotate
  • Scale
  • Graphite Modeling Tools Ribbon
  • Command Panel
  • Object Parameters and Values
  • Modifier Stack
  • Objects and Subobjects
  • Time Slider and Track Bar
  • File Management
  • Setting a Project
  • Version Up!
  • The Essentials and Beyond
  • ch. 2 Your First 3ds Max Project
  • Starting to Model a Chest of Drawers
  • Ready, Set, Reference!
  • Ready, Set, Model!
  • Modeling the Top
  • I Can See Your Drawers
  • Modeling the Bottom
  • Creating the Knobs
  • Editing the Profile
  • Copying the Knob
  • The Essentials and Beyond
  • ch. 3 Modeling in 3ds Max: Part I
  • Building the Red Rocket
  • Creating Planes and Adding Materials
  • Creating the Body
  • Smoothing the Body.
  • Adding Detail to the Rocket Body
  • Creating the Wheel Well
  • Creating the Control Panel
  • Creating the Back Wheel Axle Assembly
  • Further Body Work
  • Hold On to Your Seat
  • The Essentials and Beyond
  • ch. 4 Modeling in 3ds Max: Part II
  • Creating the Thruster
  • Using Lathe for the Thruster Shape
  • Creating the 3D Object for the Thruster Detail
  • Making the Wheels
  • Creating the First Wheel
  • Placing the Wheels
  • Getting a Handle on Things
  • Creating the Path
  • Creating the Shape
  • Editing the Loft Object
  • Adding Detail
  • The Essentials and Beyond
  • ch. 5 Animating a Bouncing Ball
  • Animating the Ball
  • Copying Keyframes
  • Using the Track View
  • Curve Editor
  • Reading Animation Curves
  • Refining the Animation
  • Editing Animation Curves
  • Finessing the Animation
  • Squash and Stretch
  • Setting the Timing
  • Moving the Ball Forward
  • Adding a Roll
  • Using the XForm Modifier
  • Animating the XForm Modifier.
  • The Essentials and Beyond
  • ch. 6 Animating a Thrown Knife
  • Anticipation and Momentum in Knife Throwing
  • Blocking Out the Animation
  • Trajectories
  • Adding Rotation
  • Adding Anticipation
  • Follow-Through
  • Transferring Momentum to the Target
  • Parent and Child Objects
  • The Essentials and Beyond
  • ch. 7 Character Poly Modeling: Part I
  • Setting Up the Scene
  • Creating Planes and Adding Materials
  • Adding the Materials
  • Creating the Soldier
  • Forming the Torso
  • Creating the Arms
  • Creating the Legs
  • Fixing Up the Body
  • The Essentials and Beyond
  • ch. 8 Character Poly Modeling: Part II
  • Completing the Main Body
  • Creating the Accessories
  • Putting On the Boots
  • Creating the Hands
  • The Essentials and Beyond
  • ch. 9 Character Poly Modeling: Part III
  • Creating the Head
  • Merging In and Attaching the Head's Accessories
  • The Essentials and Beyond
  • ch. 10 Introduction to Materials: Red Rocket
  • Materials.
  • Compact Material Editor
  • Standard
  • Shaders
  • Mapping the Rocket
  • The Wheels
  • Creating a Multi/Sub-Object Material
  • Selecting Polygons
  • Loading the MSO Material into the Material Editor
  • Fine-tuning the Materials
  • Applying a Bump Map
  • Mapping the Fins: Introduction to Mapping Coordinates
  • The Base Material
  • Adding the Decal
  • Using a UVW Mapping Modifier
  • Mapping the Body
  • Creating the Material
  • Flipping the Decal
  • The Control Panel
  • Bring on the Nose, Bring on the Funk
  • The Essentials and Beyond
  • ch. 11 Textures and UV Workflow: The Soldier
  • Mapping the Soldier
  • UV Unwrapping
  • Pelting the Left Arm UVs
  • Pelting the Right Arm UVs
  • Unwrapping and Using Pelt for the Head
  • Seaming the Rest of the Body
  • Unfolding the Rest of the Body
  • Applying the Color Map
  • Applying the Bump Map
  • Applying the Specular Map
  • The Essentials and Beyond
  • ch. 12 Character Studio: Rigging
  • Character Studio Workflow.
  • General Workflow
  • Associating a Biped with the Soldier Model
  • Creating and Modifying the Biped
  • Adjusting the Torso and Arms
  • Adjusting the Neck and Head
  • Applying the Physique Modifier
  • Controlling the View
  • Tweaking Physique
  • The Essentials and Beyond
  • ch. 13 Character Studio: Animating
  • Character Animation
  • Animating the Soldier
  • Adding Freeform Animation
  • Modifying Animation in the Dope Sheet
  • The Essentials and Beyond
  • ch. 14 Introduction to Lighting: Red Rocket
  • Three-Point Lighting
  • 3ds Max Lights
  • Default Lights
  • Standard Lights
  • Target Spotlight
  • Target Direct Light
  • Free Spot or Free Direct Light
  • Omni Light
  • Lighting the Red Rocket
  • Selecting a Shadow Type
  • Shadow Maps
  • Raytraced Shadows
  • Atmospheres and Effects
  • Creating a Volumetric Light
  • Adding Shadows
  • Excluding an Object from a Light
  • Adding a Volumetric Effect
  • Volume Light Parameters
  • Light Lister.
  • The Essentials and Beyond
  • ch. 15 3ds Max Rendering
  • Rendering Setup
  • Common Tab
  • Choosing a Filename
  • Rendered Frame Window
  • Render Processing
  • Assign Renderer
  • Rendering the Bouncing Ball
  • Cameras
  • Creating a Camera
  • Using Cameras
  • Talk Is Cheap!
  • Animating a Camera
  • Clipping Planes
  • Safe Frame
  • Raytraced Reflections and Refractions
  • Raytrace Material
  • Tweaking the Render
  • Raytrace Mapping
  • Refractions Using the Raytrace Material
  • Refractions Using Raytrace Mapping
  • Rendering the Rocket
  • Creating the Camera Move
  • Adding Raytraced Reflections
  • Turning On the Environment Effects
  • Outputting the Render
  • The Essentials and Beyond
  • ch. 16 Mental Ray and HDRI
  • Mental Ray Renderer
  • Enabling the mental ray Renderer
  • Mental Ray Sampling Quality
  • Final Gather with mental ray
  • Final Gather
  • Mental Ray Materials
  • 3ds Max Photometric Lights in mental ray Renderings
  • 3ds Max Daylight System in mental ray Renderings
  • HDRI
  • The Essentials and Beyond.