Updated version of the bestselling 3ds Max book on the market3ds Max 2012 Bible is one of the most popular 3ds Max how-tos on the market. If you're a beginner just itching to create something right away, the Quick Start project in Part 1 is for you. If you're an experienced user checking out 3ds Max
3ds Max 2012 Bible
β Scribed by Murdock K. L.
- Publisher
- John Wiley
- Year
- 2011
- Tongue
- English
- Leaves
- 1298
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
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 thatβs 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 youβre new to Max, then youβll want to start at the beginning and move methodically through the book. If youβre relatively comfortable making your way around Max, then review the Table of Contents for sections that can enhance your fundamental base. If youβre a seasoned pro, then youβll 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, Iβve 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, Iβve tried to write the type of book that Iβd like to read. Iβve 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, thatβs 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: Whatβs New with 3ds Max B: Whatβs on the CD-ROM
π SIMILAR VOLUMES
Updated version of the bestselling 3ds Max book on the market3ds Max 2012 Bible is one of the most popular 3ds Max how-tos on the market. If you're a beginner just itching to create something right away, the Quick Start project in Part 1 is for you. If you're an experienced user checking out 3ds Max
<b>Updated version of the bestselling 3ds Max book on the market</b><p>3ds Max 2012 Bible is one of the most popular 3ds Max how-tos on the market. If you're a beginner just itching to create something right away, the Quick Start project in Part 1 is for you. If you're an experienced user checking o
<b>Updated version of the bestselling 3ds Max book on the market <p> Used by more than 150,000 people, and the winner of more than 65 industry awards, 3ds Max is the world's most popular animation modeling and rendering software for film, television, video games, and design visualization. 3d
The bestselling 3ds Max book ever, now updated for the latest version3ds 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 i