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Updated version of the bestselling 3ds Max book on the market Used by more than 150,000 people, and the winner of more than 65 industry awards, 3ds Max is the world's most popular animation modeling and rendering software for film, television, video games, and design visualization. 3ds Max Bible is the world's most popular book for getting the most out of the software. Whether a novice looking to create something immediately using the Quick Start tutorial, or an experienced 3ds Max user who simply wants to check out the software's latest and greatest features, this update to the bestselling…mehr
Updated version of the bestselling 3ds Max book on the market Used by more than 150,000 people, and the winner of more than 65 industry awards, 3ds Max is the world's most popular animation modeling and rendering software for film, television, video games, and design visualization. 3ds Max Bible is the world's most popular book for getting the most out of the software. Whether a novice looking to create something immediately using the Quick Start tutorial, or an experienced 3ds Max user who simply wants to check out the software's latest and greatest features, this update to the bestselling 3ds Max book on the market continues to be the most comprehensive reference on this highly complex application. * Packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials * 16-page color insert highlights the work of some of today's most cutting-edge 3D artists * Includes a companion DVD with a searchable, full-color version of the 3ds Max Bible, as well as customizable models and textures The only comprehensive reference-tutorial on 3ds Max, it's no wonder the 3ds Max Bible is the bestselling 3ds Max book in the world and a favorite of both amateur and professional animators. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Kelly Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work. His book credits include various 3D, graphics, multimedia, and Web titles, including ten previous editions of this book, 3ds Max Bible. Other major accomplishments include Google SketchUp Bible, Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, The Official Guide to Anime Studio, Poser 6, 7, and 8 Revealed, 3D Game Animation For Dummies, gmax Bible, Adobe Atmosphere Bible, Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, and co-authoring duties on two editions of the Illustrator Bible (for versions 9 and 10) and five editions of the Adobe Creative Suite Bible. With a background in engineering and computer graphics, Kelly has been all over the 3D industry and still finds it fascinating. He's used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films and games, worked as a freelance 3D artist, and even done some 3D programming. Kelly's been using 3D Studio since version 3 for DOS. Kelly has also branched into training others in 3D technologies. He currently works as a production manager for an upcoming game company.
Inhaltsangabe
Preface xxxix Acknowledgments xlv Part I: Getting Started with 3ds Max 1 Quick Start: Animating a Walking Dinosaur 3 Chapter 1: Exploring the Max Interface 15 Chapter 2: Controlling and Configuring the Viewports 39 Chapter 3: Working with Files, Importing, and Exporting 77 Chapter 4: Customizing the Max Interface and Setting Preferences105 Part II: Working with Objects 135 Chapter 5: Creating and Editing Primitive Objects 137 Chapter 6: Selecting Objects and Setting Object Properties167 Chapter 7: Transforming Objects, Pivoting, Aligning, andSnapping 197 Chapter 8: Cloning Objects and Creating Object Arrays 227 Chapter 9: Grouping, Linking, and Parenting Objects 249 Part III: Modeling Basics 259 Chapter 10: Accessing Subobjects and Using Modeling Helpers261 Chapter 11: Introducing Modifiers and Using the Modifier Stack275 Chapter 12: Drawing and Editing 2D Splines and Shapes 307 Chapter 13: Modeling with Polygons and Patches 349 Chapter 14: Using the Graphite Modeling Tools and Painting withObjects 399 Part IV: Materials, Cameras, and Lighting Basics 435 Chapter 15: Using the Slate Material Editor 437 Chapter 16: Creating and Applying Standard Materials 453 Chapter 17: Adding Material Details with Maps 467 Chapter 18: Creating Compound Materials and Using MaterialModifiers 507 Chapter 19: Configuring and Aiming Cameras 521 Chapter 20: Using Lights and Basic Lighting Techniques 537 Part V: Animation and Rendering Basics 567 Chapter 21: Understanding Animation and Keyframes 569 Chapter 22: Animating with Constraints and Simple Controllers593 Chapter 23: Rendering a Scene and Enabling Quicksilver 613 Part VI: Advanced Modeling 635 Chapter 24: Building Complex Scenes with Containers and XRefsand Using Asset Tracking 637 Chapter 25: Working with the Schematic View 655 Chapter 26: Deforming Surfaces and Using the Mesh Modifiers675 Chapter 27: Working with Compound Objects 695 Chapter 28: Working with Solids and Body Objects 733 Chapter 29: Adding and Styling Hair and Fur, and Using Cloth741 Part VII: Advanced Materials 759 Chapter 30: Using Specialized Material Types 761 Chapter 31: Painting in the Viewport Canvas and RenderingSurface Maps 773 Chapter 32: Unwrapping UVs and Mapping Textures 789 Chapter 33: Creating Baked Textures and Normal Maps 815 Part VIII: Advanced Animation Techniques 827 Chapter 34: Using Animation Layers, Modifiers, and ComplexControllers 829 Chapter 35: Animating with the Expression Controller and WiringParameters 863 Chapter 36: Working with Function Curves in the Track View881 Part IX: Working with Characters 919 Chapter 37: Understanding Rigging and Working with Bones 921 Chapter 38: Working with Inverse Kinematics 929 Chapter 39: Animating with CAT and Creating Crowds 947 Chapter 40: Skinning Characters 973 Part X: Dynamic Animation 991 Chapter 41: Creating Particles and Particle Flow 993 Chapter 42: Using Space Warps 1023 Chapter 43: Simulating Physics-Based Motion with reactor1045 Chapter 44: Animating Hair and Cloth 1067 Part XI: Advanced Lighting and Rendering 1075 Chapter 45: Working with Advanced Lighting, Light Tracing, andRadiosity 1077 Chapter 46: Using Atmospheric and Render Effects 1095 Chapter 47: Rendering with mental ray 1127 Chapter 48: Batch and Network Rendering 1141 Part XII: MAXScript and Plug-Ins 1157 Chapter 49: Automating with MAXScript 1159 Chapter 50: Expanding Max with Third-Party Plug-Ins 1195 Appendix A: What's New with 3ds Max 2011 1203 Appendix B: What's on the DVD 1207 Index 1211
Preface xxxix Acknowledgments xlv Part I: Getting Started with 3ds Max 1 Quick Start: Animating a Walking Dinosaur 3 Chapter 1: Exploring the Max Interface 15 Chapter 2: Controlling and Configuring the Viewports 39 Chapter 3: Working with Files, Importing, and Exporting 77 Chapter 4: Customizing the Max Interface and Setting Preferences105 Part II: Working with Objects 135 Chapter 5: Creating and Editing Primitive Objects 137 Chapter 6: Selecting Objects and Setting Object Properties167 Chapter 7: Transforming Objects, Pivoting, Aligning, andSnapping 197 Chapter 8: Cloning Objects and Creating Object Arrays 227 Chapter 9: Grouping, Linking, and Parenting Objects 249 Part III: Modeling Basics 259 Chapter 10: Accessing Subobjects and Using Modeling Helpers261 Chapter 11: Introducing Modifiers and Using the Modifier Stack275 Chapter 12: Drawing and Editing 2D Splines and Shapes 307 Chapter 13: Modeling with Polygons and Patches 349 Chapter 14: Using the Graphite Modeling Tools and Painting withObjects 399 Part IV: Materials, Cameras, and Lighting Basics 435 Chapter 15: Using the Slate Material Editor 437 Chapter 16: Creating and Applying Standard Materials 453 Chapter 17: Adding Material Details with Maps 467 Chapter 18: Creating Compound Materials and Using MaterialModifiers 507 Chapter 19: Configuring and Aiming Cameras 521 Chapter 20: Using Lights and Basic Lighting Techniques 537 Part V: Animation and Rendering Basics 567 Chapter 21: Understanding Animation and Keyframes 569 Chapter 22: Animating with Constraints and Simple Controllers593 Chapter 23: Rendering a Scene and Enabling Quicksilver 613 Part VI: Advanced Modeling 635 Chapter 24: Building Complex Scenes with Containers and XRefsand Using Asset Tracking 637 Chapter 25: Working with the Schematic View 655 Chapter 26: Deforming Surfaces and Using the Mesh Modifiers675 Chapter 27: Working with Compound Objects 695 Chapter 28: Working with Solids and Body Objects 733 Chapter 29: Adding and Styling Hair and Fur, and Using Cloth741 Part VII: Advanced Materials 759 Chapter 30: Using Specialized Material Types 761 Chapter 31: Painting in the Viewport Canvas and RenderingSurface Maps 773 Chapter 32: Unwrapping UVs and Mapping Textures 789 Chapter 33: Creating Baked Textures and Normal Maps 815 Part VIII: Advanced Animation Techniques 827 Chapter 34: Using Animation Layers, Modifiers, and ComplexControllers 829 Chapter 35: Animating with the Expression Controller and WiringParameters 863 Chapter 36: Working with Function Curves in the Track View881 Part IX: Working with Characters 919 Chapter 37: Understanding Rigging and Working with Bones 921 Chapter 38: Working with Inverse Kinematics 929 Chapter 39: Animating with CAT and Creating Crowds 947 Chapter 40: Skinning Characters 973 Part X: Dynamic Animation 991 Chapter 41: Creating Particles and Particle Flow 993 Chapter 42: Using Space Warps 1023 Chapter 43: Simulating Physics-Based Motion with reactor1045 Chapter 44: Animating Hair and Cloth 1067 Part XI: Advanced Lighting and Rendering 1075 Chapter 45: Working with Advanced Lighting, Light Tracing, andRadiosity 1077 Chapter 46: Using Atmospheric and Render Effects 1095 Chapter 47: Rendering with mental ray 1127 Chapter 48: Batch and Network Rendering 1141 Part XII: MAXScript and Plug-Ins 1157 Chapter 49: Automating with MAXScript 1159 Chapter 50: Expanding Max with Third-Party Plug-Ins 1195 Appendix A: What's New with 3ds Max 2011 1203 Appendix B: What's on the DVD 1207 Index 1211
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