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E-raamat: Getting Started in 3D with 3ds Max: Model, Texture, Rig, Animate, and Render in 3ds Max [Taylor & Francis e-raamat]

  • Formaat: 520 pages, 400 Illustrations, color
  • Ilmumisaeg: 01-Aug-2012
  • Kirjastus: Focal Press
  • ISBN-13: 9780240824024
Teised raamatud teemal:
  • Taylor & Francis e-raamat
  • Hind: 267,74 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 382,48 €
  • Säästad 30%
  • Formaat: 520 pages, 400 Illustrations, color
  • Ilmumisaeg: 01-Aug-2012
  • Kirjastus: Focal Press
  • ISBN-13: 9780240824024
Teised raamatud teemal:

Learning a 3D visualization software is a daunting task under any circumstances and while it may be easy to find online tutorials that tell you what to do to perform certain tasks you'll seldom learn "why" you are performing the steps. This book approaches training from a top-down perspective way you will first learn important concepts of 3D visualization and functionality of 3ds Max before moving into the finer detail of the command structure. By learning how things work and why you might choose one method over another the book will not only teach you where the buttons are, but more importantly how to think about the holistic process of 3D design so that you can then apply the lessons to your own needs. The goal of the learning presented here is to familiarize the new user of 3ds Max with a typical workflow from a production environment from planning to modeling, materials, and lighting, and then applying special effects and compositing techniques for a finished product.

* Learn 3D fundamentals while creating beautiful, inspiring projects in 3ds Max * Create a project start-to-finish with Max guru Ted Boardman--and when you're done, realize that you can apply the lessons you've learned to your own projects * Get extensive project files on the companion website, as well as more content with specific instruction useful to YOUR Max uses * Bypass confusion: Don't overload on page 1, but be led through this complex application in a logical step-by-step manner



Learning a 3D visualization software is a daunting task under any circumstances and while it may be easy to find online tutorials that tell you what to do to perform certain tasks you'll seldom learn "why" you are performing the steps. This book approaches training from a top-down perspective way you will first learn important concepts of 3D visualization and functionality of 3ds Max before moving into the finer detail of the command structure. By learning how things work and why you might choose one method over another the book will not only teach you where the buttons are, but more importantly how to think about the holistic process of 3D design so that you can then apply the lessons to your own needs. The goal of the learning presented here is to familiarize the new user of 3ds Max with a typical workflow from a production environment from planning to modeling, materials, and lighting, and then applying special effects and compositing techniques for a finished product.

If you are using 3ds Max Design xi
PART 1 Concepts
1(254)
Chapter 1 User Interface
3(32)
1.1 User Interface Overview
4(7)
Viewports
4(2)
Application Button
6(1)
Pull-down Menus
7(1)
Main Toolbar
7(1)
Ribbon Menu
8(1)
Command Panel
8(1)
Timeline
9(1)
Status Line
9(1)
Animation Playback
9(1)
Navigation Buttons
10(1)
Quad Menus
10(1)
1.2 Viewport Display Types
11(2)
Viewport Labels
11(1)
Orthographic Viewports
12(1)
1.3 UI Navigation
13(6)
1.4 Viewport Navigation
19(7)
1.5 File Management
26(9)
Chapter 2 Creating Objects
35(12)
2.1 Object Types
36(2)
2.2 Creating Primitives
38(9)
Chapter 3 Object Transforms
47(26)
3.1 Reference Coordinate Systems
48(10)
3.2 Transforms
58(7)
3.3 Transform Type-In
65(4)
3.4 Pivot Points
69(4)
Chapter 4 Object Selection
73(20)
4.1 Object Naming
74(3)
4.2 Object Selection
77(7)
4.3 Select by Name
84(3)
4.4 Scene Explorer
87(6)
Chapter 5 Object Cloning
93(10)
5.1 Cloning Concepts
94(1)
5.2 Clone Types
94(2)
Copy Clone
95(1)
Instance Clone
95(1)
Reference Clone
95(1)
5.3 Transform Cloning
96(4)
5.4 Edit Menu Cloning
100(3)
Chapter 6 Scene Setup
103(12)
6.1 Units Setup
104(4)
6.2 Grid and Snaps
108(3)
6.3 Maxstartmax Prototype File
111(4)
Chapter 7 2D Shapes
115(18)
7.1 2D Shape Concepts
116(1)
7.2 Create Basic Shapes
116(3)
7.3 Compound Shapes
119(9)
7.4 SubObject Editing
128(5)
Chapter 8 Modifiers
133(16)
8.1 Modifier Concepts
134(1)
8.2 Applying Modifiers
134(4)
8.3 Editing Modifiers
138(4)
8.4 Modifier Stack View
142(7)
Chapter 9 Lofting
149(20)
9.1 Lofting Concepts
150(2)
The Lofting Process
152(1)
9.2 Lofting an Object
152(9)
9.3 Editing a Lofted Object
161(8)
Chapter 10 Lighting Basics
169(26)
10.1 Lighting Concepts
170(5)
10.2 Photometric Lighting
175(1)
10.3 Create Lights
175(6)
10.4 Light Parameters
181(7)
10.5 Light Distribution
188(2)
10.6 Three-Point Lighting
190(5)
Chapter 11 Materials
195(16)
11.1 Material Concepts
196(1)
11.2 Slate Material Editor
197(5)
11.3 Create and Assign Materials
202(9)
Chapter 12 Mapping Coordinates
211(10)
12.1 Mapping Coordinate Concepts
211(2)
12.2 UVW Map Modifier
213(3)
12.3 Sizing Maps Correctly
216(5)
Chapter 13 Camera Basics
221(20)
13.1 Camera Concepts
222(1)
13.2 Target and Free Cameras
222(4)
13.3 Camera Parameters
226(2)
13.4 Camera Viewport Controls
228(4)
13.5 Camera Principles
232(9)
Safe Frames
233(2)
Rule-of-Thirds
235(1)
Camera Shots
236(5)
Chapter 14 Rendering Basics
241(14)
14.1 Mental Ray Concepts
242(1)
14.2 Render Setup
242(4)
14.3 Rendered Frame Window
246(4)
14.4 Rendered Files Types
250(5)
PART 2 Workflow
255(246)
Chapter 15 Create 3D Primitives
259(14)
15.1 The Landscape
259(3)
15.2 The Windmill and Base
262(2)
15.3 The Domed Roof
264(1)
15.4 The Platform Walkway
265(2)
15.5 The Railing Post
267(1)
15.6 Align Objects
268(5)
Chapter 16 Procedural Modeling
273(14)
16.1 Adding Modifiers
274(5)
16.2 Merge and Clone Objects
279(8)
Chapter 17 Subobject Editing
287(10)
17.1 Edit Mesh Modifier and Editable Mesh
288(5)
17.2 Changing Topology
293(4)
Chapter 18 Geometry Types
297(14)
18.1 Mesh Editing Tools
298(3)
18.2 Poly Editing Tools
301(5)
18.3 Patch Grid
306(5)
Chapter 19 More Object Cloning
311(12)
19.1 The Array Tool
312(4)
19.2 The Spacing Tool
316(3)
19.3 The Object Paint Tool
319(4)
Chapter 20 Graphite Modeling Tools
323(10)
20.1 Introduction to Graphite Modeling Tools
324(4)
20.2 Graphite Modeling Tools Workflow
328(5)
Chapter 21 Compound Objects
333(10)
21.1 ProBoolean Compound Object
334(2)
21.2 ShapeMerge Compound Object
336(4)
21.3 Scatter Compound Object
340(3)
Chapter 22 Exterior Daylight
343(12)
22.1 Exterior Daylight
344(7)
22.2 Introduction to Shadows
351(1)
22.3 mr Physical Sky
352(3)
Chapter 23 More Materials
355(16)
23.1 More on Arch & Design Material
355(7)
23.2 Substance Maps
362(4)
23.3 Material Libraries
366(5)
Chapter 24 Multiple Materials
371(14)
24.1 Multi/Subobject Material
372(5)
24.2 Blend Material
377(4)
24.3 Multiple Mapping Modifiers
381(4)
Chapter 25 Introduction to Animation
385(12)
25.1 Animation User Interface
386(2)
25.2 Keyframe Animation
388(5)
25.3 Animating Modifiers
393(4)
Chapter 26 Intermediate Modeling
397(14)
26.1 More Graphite Modeling Tools
398(6)
26.2 Lofting
404(7)
Chapter 27 Intermediate Animation
411(12)
27.1 Controllers and Constraints
412(4)
27.2 Track View-Curve Editor
416(2)
27.3 Hierarchical Linking
418(5)
Chapter 28 Global Illumination
423(12)
28.1 Introduction to Global Illumination
424(1)
28.2 Global Illumination in 3ds Max
425(4)
28.3 Final Gathering
429(2)
28.4 Ambient Occlusion
431(4)
Chapter 29 Effects
435(14)
29.1 Atmospheric Effects
436(7)
29.2 Introduction to Particle Flow
443(6)
Chapter 30 Introduction to IK/FK
449(12)
30.1 Inverse Kinematics and Forward Kinematics
450(1)
30.2 Hierarchical Linking and Pivot Points
450(6)
30.3 The HI Solver
456(5)
Chapter 31 Introduction to CAT
461(12)
31.1 Character Animation Tools
462(11)
Chapter 32 Dynamics
473(10)
32.1 Introduction to MassFX
474(1)
32.2 MassFX Simulations
474(9)
Chapter 33 Introduction to Scripting
483(8)
33.1 MAXScript
484(1)
33.2 Open a MAXScript
485(2)
33.3 Run a Script
487(4)
Chapter 34 Intermediate Rendering
491(10)
34.1 Alpha Channel
491(6)
34.2 Render Elements
497(4)
Index 501
Ted Boardman has been author or co-author of 14 books on 3ds Max which have been sold worldwide in many languages. He is an award-winning 3ds Max trainer specializing in fundamental training techniques and has worked with 3ds Max since its inception.