- Shopping Bag ( 0 items )
Want a NOOK? Explore Now
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.
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.
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 Setting Preferences.
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, and Snapping.
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 Modifier Stack.
Chapter 12: Drawing and Editing 2D Splines and Shapes.
Chapter 13: Modeling with Polygons and Using the Graphite Modeling Tools.
Part IV: Materials, Cameras, and Lighting Basics.
Chapter 14: Using the Material Editor and the Material Explorer.
Chapter 15: Creating and Applying Standard Materials.
Chapter 16: Adding Material Details with Maps.
Chapter 17: Creating Compound Materials and Using Material Modifiers.
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 Simple Controllers.
Chapter 22: Rendering a Scene.
Part VI: Advanced Modeling.
Chapter 23: Building Complex Scenes with XRefs and Using Asset Tracking.
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 Using Cloth.
Part VII: Advanced Materials.
Chapter 29: Using Specialized Material Types.
Chapter 30: Painting in the Viewport Canvas and Rendering Surface 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 Complex Controllers.
Chapter 34: Animating with the Expression Controller and Wiring Parameters.
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, and Radiosity.
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 Post Interface.
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.
Tenmei
Posted April 17, 2010
This book has a lot of information on how to use 3D studio max 2010. The only thing is that there isnt alot of examples to help you do things visually. its all in words but the disc that came with it has models in it to help you do what they are explaining it in words in the book.
2 out of 3 people found this review helpful.
Was this review helpful? Yes NoThank you for your feedback. Report this reviewThank you, this review has been flagged.Anonymous
Posted December 30, 2012
He follows secretly
Was this review helpful? Yes NoThank you for your feedback. Report this reviewThank you, this review has been flagged.Anonymous
Posted December 30, 2012
Goes to res 10
Was this review helpful? Yes NoThank you for your feedback. Report this reviewThank you, this review has been flagged.Anonymous
Posted December 30, 2012
"We didnt kill you. We are going to let you live." She says walking backward guns still ready
Was this review helpful? Yes NoThank you for your feedback. Report this reviewThank you, this review has been flagged.Anonymous
Posted February 29, 2012
Xjjcfducjchfcvffixudn gcucgtfcr ctvrcttttr ffuctt uftu fu f cv c c ccz z z odhbf g
Was this review helpful? Yes NoThank you for your feedback. Report this reviewThank you, this review has been flagged.Anonymous
Posted June 4, 2010
No text was provided for this review.
Anonymous
Posted July 19, 2010
No text was provided for this review.
Overview
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 ...