3ds Max 2010 Bible (eBook)

eBook Download: PDF
2009 | 1. Auflage
1312 Seiten
John Wiley & Sons (Verlag)
978-0-470-54343-6 (ISBN)

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3ds Max 2010 Bible - Kelly L. Murdock
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The bestselling 3ds Max book ever, now updated for the latest
version

3ds Max is the world's most popular animation modeling and
rendering software used to create 80 percent of commercially
available video games, including those for Microsoft's Xbox 360,
Sony's Playstation 3, and Nintendo's Wii. It is an expensive,
intricate program that can take years to thoroughly master.

As the ultimate comprehensive reference and tutorial on 3ds Max,
this guide contains in-depth coverage of every aspect of 3ds Max
and explores the newest features that the latest version has to
offer. You'll learn to master the complexities of 3ds Max under the
guidance of 3D expert Kelly Murdock.

* Includes in-depth detail on all the latest features for
veterans of earlier versions of 3ds Max from 3D expert Kelly
Murdock

* Shares expert advice, timesaving techniques, and more than 150
step-by-step tutorials

* Features a 16-page, full-color insert with inspiring examples
of cutting-edge 3ds Max art

* Bonus DVD contains all the examples from the book, unique
models and textures that you can customize on your own, and a
searchable, full-color version of the book

A Quick Start chapter shows you how to create an exciting
animation on your very first day with the software so you can dive
in and get started immediately.

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 nine 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 and 7 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 four 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.

Preface.

Acknowledgments.

Part I: Getting Started with 3ds Max.

Quick Start: Landing a Space Vehicle.

Chapter 1: Exploring the Max Interface.

Chapter 2: Controlling and Configuring the Viewports.

Chapter 3: Working with Files, Importing, and Exporting.

Chapter 4: Customizing the Max Interface and SettingPreferences.

Part II: Working with Objects.

Chapter 5: Creating and Editing Primitive Objects.

Chapter 6: Selecting Objects and Setting Object Properties.

Chapter 7: Transforming Objects, Pivoting, Aligning, andSnapping.

Chapter 8: Cloning Objects and Creating Object Arrays.

Chapter 9: Grouping, Linking, and Using Containers.

Part III: Modeling Basics.

Chapter 10: Accessing Subobjects and Using Modeling Helpers.

Chapter 11: Introducing Modifiers and Using the ModifierStack.

Chapter 12: Drawing and Editing 2D Splines and Shapes.

Chapter 13: Modeling with Polygons and Using the GraphiteModeling Tools.

Part IV: Materials, Cameras, and Lighting Basics.

Chapter 14: Using the Material Editor and the MaterialExplorer.

Chapter 15: Creating and Applying Standard Materials.

Chapter 16: Adding Material Details with Maps.

Chapter 17: Creating Compound Materials and Using MaterialModifiers.

Chapter 18: Configuring and Aiming Cameras.

Chapter 19: Using Lights and Basic Lighting Techniques.

Part V: Animation and Rendering Basics.

Chapter 20: Understanding Animation and Keyframes.

Chapter 21: Animating with Constraints and SimpleControllers.

Chapter 22: Rendering a Scene.

Part VI: Advanced Modeling.

Chapter 23: Building Complex Scenes with XRefs and Using AssetTracking.

Chapter 24: Working with the Schematic View.

Chapter 25: Deforming Surfaces and Using the Mesh Modifiers.

Chapter 26: Working with Compound Objects.

Chapter 27: Modeling with Patches and NURBS.

Chapter 28: Adding and Styling Hair and Fur, and UsingCloth.

Part VII: Advanced Materials.

Chapter 29: Using Specialized Material Types.

Chapter 30: Painting in the Viewport Canvas and RenderingSurface Maps.

Chapter 31: Unwrapping UVs and Mapping Textures.

Chapter 32: Creating Baked Textures and Normal Maps.

Part VIII: Advanced Animation Techniques.

Chapter 33: Using Animation Modifiers and ComplexControllers.

Chapter 34: Animating with the Expression Controller and WiringParameters.

Chapter 35: Working with Function Curves in the Track View.

Chapter 36: Using Animation Layers and the Motion Mixer.

Part IX: Dynamic Animation.

Chapter 37: Creating Particles and Particle Flow.

Chapter 38: Using Space Warps.

Chapter 39: Simulating Physics-Based Motion with reactor.

Chapter 40: Animating Hair and Cloth.

Part X: Working with Characters.

Chapter 41: Understanding Rigging and Working with Bones.

Chapter 42: Working with Inverse Kinematics.

Chapter 43: Creating and Animating Bipeds and Crowds.

Chapter 44: Skinning Characters.

Part XI: Advanced Lighting and Rendering.

Chapter 45: Working with Advanced Lighting, Light Tracing, andRadiosity.

Chapter 46: Using Atmospheric and Render Effects.

Chapter 47: Rendering with mental ray.

Chapter 48: Batch and Network Rendering.

Chapter 49: Compositing with Render Elements and the Video PostInterface.

Part XII: MAXScript and Plug-Ins.

Chapter 50: Automating with MAXScript.

Chapter 51: Expanding Max with Third-Party Plug-Ins.

Appendix A: What's New with 3ds Max 2010.

Appendix B: What's on the DVD.

Index.

End User License Agreement.

Erscheint lt. Verlag 2.7.2009
Reihe/Serie Bible
Bible
Sprache englisch
Themenwelt Kunst / Musik / Theater Fotokunst
Informatik Grafik / Design Film- / Video-Bearbeitung
Informatik Office Programme Outlook
Schlagworte Computergraphik • Computer Science • Informatik • Visualisierung u. Computergraphik • Visualization & Computer Graphics
ISBN-10 0-470-54343-4 / 0470543434
ISBN-13 978-0-470-54343-6 / 9780470543436
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