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3ds Max 7 Bible / Edition 1
     

3ds Max 7 Bible / Edition 1

by Kelly L. Murdock
 

ISBN-10: 0764579711

ISBN-13: 9780764579714

Pub. Date: 03/07/2005

Publisher: Wiley

* Packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials, this book is a must for anyone who wants to master this complex, expensive software package

• Offers full coverage of new software features and enhancements and shows users how to master everything from the Particle Flow interface and architectural objects and materials

Overview

* Packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials, this book is a must for anyone who wants to master this complex, expensive software package

• Offers full coverage of new software features and enhancements and shows users how to master everything from the Particle Flow interface and architectural objects and materials to Shockwave 3D Export and VertexPaint features

• The companion CD-ROMs include a demo version of the new 3ds max, tutorial files, 3D models, bonus plug-ins, and more

• 3ds max is used to create approximately eighty percent of the top video games-including Grand Theft Auto 3-and is extensively employed for special effects in movies such as The Matrix Reloaded

Product Details

ISBN-13:
9780764579714
Publisher:
Wiley
Publication date:
03/07/2005
Series:
Bible Series
Edition description:
BK&CD-ROM
Pages:
1310
Product dimensions:
7.46(w) x 9.28(h) x 1.91(d)

Related Subjects

Table of Contents

Preface.

Acknowledgments.

Part I: Learning the Max Interface.

Quick Start: Creating and Animating a Three-Fingered Gaaboot.

Chapter 1: Finding Your Way—Exploring the Max Interface.

Chapter 2: Seeing It All—Working with the Viewports.

Chapter 3: Saving Your Scene—Working with Files and Xrefs.

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—Translate, Rotate, and Scale.

Chapter 8: Cloning Objects and Creating Object Arrays.

Chapter 9: Grouping and Linking Objects.

Chapter 10: Working with the Schematic View.

Chapter 11: Introducing Modifiers and Using the Modifier Stack.

Part III: Modeling.

Chapter 12: Modeling Basics and Working with Subobjects.

Chapter 13: Drawing and Editing 2D Splines and Shapes.

Chapter 14: Using Editable Poly Objects.

Chapter 15: Painting Deformations.1

Chapter 16: Working with Mesh Modifiers.

Chapter 17: Surface Modeling with Patches and NURBS.

Chapter 18: Building Compound Objects.

Chapter 19: Creating Particles and Particle Flow.

Part IV: Materials and Maps.

Chapter 20: Exploring the Material Editor.

Chapter 21: Creating Simple Materials.

Chapter 22: Creating Advanced Multi-Layer Materials.

Chapter 23: Adding Material Details with Maps.

Chapter 24: Controlling Mapping Coordinates.

Chapter 25: Creating Baked Textures.

Part V: Cameras and Lighting.

Chatper 26: Working with Cameras.

Chapter 27: Basic Lighting Techniques.

Chapter 28: Advanced Lighting, Light Tracing, and Radiosity.

Part VI: Animation.

Chapter 29: Animation and Keyframe Basics.

Chapter 30: Using Animation Modifiers.

Chapter 31: Wiring Custom Attributes.

Chapter 32: Animating with Constraints and Controllers.

Chapter 33: Using the Expression Controller.

Chapter 34: Working with the Track View.9

Part VII: Character Studio, Rigging, and Inverse Kinematics.

Chapter 35: Creating and Animating Bipeds.

Chapter 36: Using Physique to Add Skin to a Biped.

Chapter 37: Controlling Biped Crowds.

Chapter 38: Manually Rigging a Character.

Chapter 39: Working with Inverse Kinematics.9

Part VIII: Dynamics and reactor.

Chapter 40: Using Space Warps.

Chapter 41: Creating a Dynamic Simulation.

Chapter 42: Animating with reactor.

Part IX: Rendering and mental ray.

Chapter 43: Rendering Basics.

Chapter 44: Using Atmospheric Effects.

Chapter 45: Using Render Elements and Effects.

Chapter 46: Raytracing and mental ray.7

Chapter 47: Network Rendering.

Chapter 48: Using the Video Post Interface.

Part X: MAXScript and Plug-Ins.

Chapter 49: Automating with MAXScript.

Chapter 50: Expanding Max with Third-Party Plug-Ins.

Appendix A: What’s New with Max 7.1

Appendix B: Installing and Configuring 3ds max 7.

Appendix C: Max Keyboard Shortcuts.

Appendix D: What’s on the CD-ROM.

Index.

End-User License Agreement.

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