Autodesk 3ds Max 2012 essentials : Autodesk official training guide /
A guide to 3ds Max explains how to use the software to create a variety of animation, film effects, and games.
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Online Access: |
Full text (MCPHS users only) |
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Main Author: | |
Other Authors: | |
Format: | Electronic eBook |
Language: | English |
Published: |
Indianapolis, IN :
Wiley Pub.,
2011
|
Series: | Autodesk official training guide.
Serious skills. |
Subjects: | |
Local Note: | ProQuest Ebook Central |
Table of Contents:
- Ch. 1 The 3ds Max Interface
- The Workspace
- User Interface Elements
- Viewports
- ViewCube
- Mouse Buttons
- Quad Menus
- The Caddy Interface
- Display of Objects in a Viewport
- Viewport Navigation
- Transforming Objects Using Gizmos
- Move
- Rotate
- Scale
- Graphite Modeling Tools Ribbon
- Command Panel
- Object Parameters and Values
- Modifier Stack
- Objects and Subobjects
- Time Slider and Track Bar
- File Management
- Setting a Project
- Version Up!
- The Essentials and Beyond
- ch. 2 Your First 3ds Max Project
- Starting to Model a Chest of Drawers
- Ready, Set, Reference!
- Ready, Set, Model!
- Modeling the Top
- I Can See Your Drawers
- Modeling the Bottom
- Creating the Knobs
- Editing the Profile
- Copying the Knob
- The Essentials and Beyond
- ch. 3 Modeling in 3ds Max: Part I
- Building the Red Rocket
- Creating Planes and Adding Materials
- Creating the Body
- Smoothing the Body.
- Adding Detail to the Rocket Body
- Creating the Wheel Well
- Creating the Control Panel
- Creating the Back Wheel Axle Assembly
- Further Body Work
- Hold On to Your Seat
- The Essentials and Beyond
- ch. 4 Modeling in 3ds Max: Part II
- Creating the Thruster
- Using Lathe for the Thruster Shape
- Creating the 3D Object for the Thruster Detail
- Making the Wheels
- Creating the First Wheel
- Placing the Wheels
- Getting a Handle on Things
- Creating the Path
- Creating the Shape
- Editing the Loft Object
- Adding Detail
- The Essentials and Beyond
- ch. 5 Animating a Bouncing Ball
- Animating the Ball
- Copying Keyframes
- Using the Track View
- Curve Editor
- Reading Animation Curves
- Refining the Animation
- Editing Animation Curves
- Finessing the Animation
- Squash and Stretch
- Setting the Timing
- Moving the Ball Forward
- Adding a Roll
- Using the XForm Modifier
- Animating the XForm Modifier.
- The Essentials and Beyond
- ch. 6 Animating a Thrown Knife
- Anticipation and Momentum in Knife Throwing
- Blocking Out the Animation
- Trajectories
- Adding Rotation
- Adding Anticipation
- Follow-Through
- Transferring Momentum to the Target
- Parent and Child Objects
- The Essentials and Beyond
- ch. 7 Character Poly Modeling: Part I
- Setting Up the Scene
- Creating Planes and Adding Materials
- Adding the Materials
- Creating the Soldier
- Forming the Torso
- Creating the Arms
- Creating the Legs
- Fixing Up the Body
- The Essentials and Beyond
- ch. 8 Character Poly Modeling: Part II
- Completing the Main Body
- Creating the Accessories
- Putting On the Boots
- Creating the Hands
- The Essentials and Beyond
- ch. 9 Character Poly Modeling: Part III
- Creating the Head
- Merging In and Attaching the Head's Accessories
- The Essentials and Beyond
- ch. 10 Introduction to Materials: Red Rocket
- Materials.
- Compact Material Editor
- Standard
- Shaders
- Mapping the Rocket
- The Wheels
- Creating a Multi/Sub-Object Material
- Selecting Polygons
- Loading the MSO Material into the Material Editor
- Fine-tuning the Materials
- Applying a Bump Map
- Mapping the Fins: Introduction to Mapping Coordinates
- The Base Material
- Adding the Decal
- Using a UVW Mapping Modifier
- Mapping the Body
- Creating the Material
- Flipping the Decal
- The Control Panel
- Bring on the Nose, Bring on the Funk
- The Essentials and Beyond
- ch. 11 Textures and UV Workflow: The Soldier
- Mapping the Soldier
- UV Unwrapping
- Pelting the Left Arm UVs
- Pelting the Right Arm UVs
- Unwrapping and Using Pelt for the Head
- Seaming the Rest of the Body
- Unfolding the Rest of the Body
- Applying the Color Map
- Applying the Bump Map
- Applying the Specular Map
- The Essentials and Beyond
- ch. 12 Character Studio: Rigging
- Character Studio Workflow.
- General Workflow
- Associating a Biped with the Soldier Model
- Creating and Modifying the Biped
- Adjusting the Torso and Arms
- Adjusting the Neck and Head
- Applying the Physique Modifier
- Controlling the View
- Tweaking Physique
- The Essentials and Beyond
- ch. 13 Character Studio: Animating
- Character Animation
- Animating the Soldier
- Adding Freeform Animation
- Modifying Animation in the Dope Sheet
- The Essentials and Beyond
- ch. 14 Introduction to Lighting: Red Rocket
- Three-Point Lighting
- 3ds Max Lights
- Default Lights
- Standard Lights
- Target Spotlight
- Target Direct Light
- Free Spot or Free Direct Light
- Omni Light
- Lighting the Red Rocket
- Selecting a Shadow Type
- Shadow Maps
- Raytraced Shadows
- Atmospheres and Effects
- Creating a Volumetric Light
- Adding Shadows
- Excluding an Object from a Light
- Adding a Volumetric Effect
- Volume Light Parameters
- Light Lister.
- The Essentials and Beyond
- ch. 15 3ds Max Rendering
- Rendering Setup
- Common Tab
- Choosing a Filename
- Rendered Frame Window
- Render Processing
- Assign Renderer
- Rendering the Bouncing Ball
- Cameras
- Creating a Camera
- Using Cameras
- Talk Is Cheap!
- Animating a Camera
- Clipping Planes
- Safe Frame
- Raytraced Reflections and Refractions
- Raytrace Material
- Tweaking the Render
- Raytrace Mapping
- Refractions Using the Raytrace Material
- Refractions Using Raytrace Mapping
- Rendering the Rocket
- Creating the Camera Move
- Adding Raytraced Reflections
- Turning On the Environment Effects
- Outputting the Render
- The Essentials and Beyond
- ch. 16 Mental Ray and HDRI
- Mental Ray Renderer
- Enabling the mental ray Renderer
- Mental Ray Sampling Quality
- Final Gather with mental ray
- Final Gather
- Mental Ray Materials
- 3ds Max Photometric Lights in mental ray Renderings
- 3ds Max Daylight System in mental ray Renderings
- HDRI
- The Essentials and Beyond.