3ds Max 2012 Bible

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Название: 3ds Max 2012 Bible

Издательство: John Wiley

Год: 2011

Формат: pdf

Страниц: 1298

Язык: английский

Размер: 105 Мб

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My goal in writing this book was to take all my fun years of playing and working in 3D and boil them down into something that’s worthwhile for you, the reader. This goal was compounded by the fact that all you Max-heads out there are at different levels. Luckily, this book is thick enough to include a little something for everyone.

The audience level for the book ranges from beginning to intermediate, with a smattering of advanced topics for the seasoned user. If you’re new to Max, then you’ll want to start at the beginning and move methodically through the book. If you’re relatively comfortable making your way around Max, then review the Table of Contents for sections that can enhance your fundamental base. If you’re a seasoned pro, then you’ll want to watch for coverage of the features new to Release 2012.

Another goal of this book is to make it a complete reference for Max. To achieve this goal, I’ve gone into painstaking detail to cover almost every feature in Max, including coverage of every primitive, material and map type, modifier, and controller.

As this book has come together, I’ve tried to write the type of book that I’d like to read. I’ve tried to include a variety of scenes that are infused with creativity. It is my hope that these examples will not only teach you how to use the software but also provide a creative springboard for you in your own projects. After all, that’s what turns 3D graphics from work into fun and games.

 

Part I: Getting Started with 3ds Max

Laying Siege to the Castle Wall

Exploring the Max Interface

Controlling and Configuring the Viewports

Working with Files, Importing, and Exporting

Changing Interface Units and Setting Preferences

Part II: Working with Objects

Creating and Editing Primitive Objects

Selecting Objects and Setting Object Properties

Transforming Objects, Pivoting, Aligning, and Snapping

Cloning Objects and Creating Object Arrays

Grouping, Linking, and Parenting Objects

Part III: Modeling Basics

Accessing Subobjects and Using Modeling Helpers

Introducing Modifiers and Using the Modifier Stack

Drawing and Editing 2D Splines and Shapes

Modeling with Polygons

Using the Graphite Modeling Tools and Painting with Objects

Part IV: Materials, Cameras, and Lighting Basics

Using the Slate Material Editor

Creating and Applying Standard Materials

Adding Material Details with Maps

Creating Compound Materials and Using Material Modifiers

Configuring and Aiming Cameras

Using Lights and Basic Lighting Techniques

Part V: Animation and Rendering Basics

Understanding Animation and Keyframes

Animating with Constraints and Simple Controllers

Rendering a Scene and Enabling Quicksilver

Rendering Non-Photorealistic Effects

Part VI: Advanced Modeling

Building Complex Scenes with Containers, XRefs, and the Schematic View

Deforming Surfaces and Using the Mesh Modifiers

Working with Compound Objects

Working with Solids and Body Objects

Adding and Styling Hair and Fur, and Using Cloth

Part VII: Advanced Materials

Using Specialized Material Types

Working with Procedural Substance Textures

Painting in the Viewport Canvas and Rendering Surface Maps

Unwrapping UVs and Mapping Textures

Creating Baked Textures and Normal Maps

Part VIII: Advanced Animation Techniques

Using Animation Layers, Modifiers, and Complex Controllers

Animating with the Expression Controller and Wiring Parameters

Working with the F-Curve Editor in the Track View

Part IX: Working with Characters

Understanding Rigging, Kinematics, and Working with Bones

Animating Characters with CAT

Skinning Characters

Part X: Dynamic Animation

Creating Particles and Particle Flow

Using Space Warps

Simulating Physics-Based Motion with MassFX

Animating Hair and Cloth

Part XI: Advanced Lighting and Rendering

Working with Advanced Lighting, Light Tracing, and Radiosity

Using Atmospheric and Render Effects

Rendering with mental ray and iray

Batch and Network Rendering

Compositing with Render Elements and the Video Post Interface

A: What’s New with 3ds Max

B: What’s on the CD-ROM

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