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E-raamat: How to Cheat in 3ds Max 2014: Get Spectacular Results Fast

  • Formaat: EPUB+DRM
  • Ilmumisaeg: 15-Oct-2013
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781135017293
  • Formaat - EPUB+DRM
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  • Formaat: EPUB+DRM
  • Ilmumisaeg: 15-Oct-2013
  • Kirjastus: Routledge
  • Keel: eng
  • ISBN-13: 9781135017293

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Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2014, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently.

Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughsyoull wonder how you every got by without it! Start animating today with detailed tutorials, source files, bitmaps, and video demonstrationsall featured on the companion website.

This new edition has been completely revamped for 3ds Max 2014. You will find coverage on brand new features and tools such as Scene Management, iRay, Nitrous, Mass FX, and particles and physics. How to Cheat in 3ds Max 2014 features interviews with industry professionals that will help you gain the edge you need in the competitive world of animation.











3ds Max luminary and recipient of the 2011 Autodesk 3ds Max Master Award, author Michael McCarthy shares his 3ds Max secrets and little-known tips and tricks that save users hours of time











Includes all new content and advanced cheats on modelling, special effects, natural elements, and the particle system











Proven How to Cheat series teaches how to create quick yet stunning special effects, animations, realistic textures, and game elements

Arvustused

Praise for How to cheatin 3dsMax 2010:

"My first impression was 'WOW!' and my second impression was, 'This is what reference material should look like!' The balance between illustration and text is just right for visual people-aspiring 3D artists will love it. -Borislav "Bobo Petrov, Technical Director, Frantic Films VFX "This excellent book will inspire anyone to dig a little deeper into this incredible piece of software. -Stefan Vittori, Managing Director Tangram 3DS "Moving past what a tool does, Michele details various combinations of features in the application and their importance to completing commonly requested, real-world tasks for visual effects, games, and design visualization alike. -Gary M. Davis, 3ds Max Master 2007, autodesk Media & Entertainment "Michele is at it again with updated workflow techniques in a format that makes the tips and tricks readily accessible as an essential desktop companion. If working smartly can be called 'cheating,' then this is cheating at its best. There is a lot here for beginners and advanced users alike. Good luck and have fun. -Ted Boardman, independent 3ds Max instructor and author "This newly updated version conveys the fun and fast side of 3ds Max. Bousquet has packed the pages with colorful and quick tutorials that help you master all of 3ds Max's main concepts. -Jim lammers, President, Trinity animation inc. "In addition to the excellent tips and tricks uncovered in this book, I found the illustrations easy to follow, informative, and fun. I highly recommend this book to 3ds Max users of all levels. -Jeff Patton, Freelance Digital artist

1 Customization and UI
3(12)
Enhanced menu
4(2)
X marks the spot
6(2)
Make the new old again
8(2)
Hotbox quad
10(2)
Custom workspace
12(3)
2 Basics
15(16)
A selection of selections
16(2)
Making a Scene
18(2)
Zoom, pan, display
20(2)
Organizing objects
22(2)
Transforms and coordinates
24(2)
Organizing objects: a matter of choice
26(2)
Roger's top 10 reasons why you can't select your object
28(3)
3 Modeling
31(24)
Modeling tools
32(2)
Reference images
34(2)
Spline to low poly
36(2)
Virtual studio
38(2)
15-minute building
40(2)
Modeling around maps
42(2)
Secrets of the spline
44(2)
Curvy curtain
46(2)
How to make a mess with modeling
48(2)
BYO weapon
50(2)
Modeling for the masses
52(3)
4 Character Modeling
55(18)
Character references
56(2)
Character modeling process
58(2)
Chop shop
60(2)
Nip and Tuck
62(2)
Polygon building
64(2)
Subdivision
66(2)
Poly modeling in practice
68(2)
Making animatable models
70(3)
5 Materials
73(30)
Material Editor basics
74(2)
Mapping coordinates
76(2)
Preparing textures
78(2)
Concavity
80(2)
Faking subsurface scattering
82(2)
People, trees, and cars
84(2)
Multiple maps
86(2)
Procedurally speaking
88(2)
Gradual mix
90(2)
Unwrapping the mapping
92(2)
Normal mapping
94(2)
Mapping a character
96(2)
Basic mental ray materials
98(2)
Custom mental ray materials
100(3)
6 Lighting & Shadows
103(20)
1-2-3 Lighting
104(2)
Troubleshooting shadows
106(2)
Exterior lighting
108(2)
Bright sunshiny day
110(2)
Mental ray lighting
112(2)
Good lighting made better
114(2)
Daylight savings time
116(2)
Where's the shadow?
118(2)
Shadow and wireframe presentation
120(3)
7 Reflections
123(10)
Reflecting on reflections
124(2)
Bling
126(2)
Reflections in the dark
128(2)
Where's my reflection?
130(3)
8 Glass
133(12)
Exterior daytime windows
134(2)
Interior daytime windows
136(2)
Nighttime and dusk
138(2)
Pint glass
140(2)
Fun with physics
142(3)
9 Animation
145(22)
Animation 101
146(2)
Spinning your gears
148(2)
Animated pivot point
150(2)
Following a path
152(2)
Look a-here
154(2)
Jumping beans
156(2)
Linktopia
158(2)
Linking to multiple objects
160(2)
Chains
162(2)
Super-duper tools
164(3)
10 Character Animation
167(22)
Character animation workflow
168(2)
CAT 101
170(2)
Biped 101
172(2)
Skeleton fitting
174(2)
Skinning
176(2)
Walking in your footsteps
178(2)
The alternative skeleton
180(2)
Biped foot control
182(2)
CAT gizmos
184(2)
CAT vs. Biped
186(3)
11 MAXScript
189(14)
A world of MAXScripts
190(2)
Voronoi stone wall
192(2)
Gizmo control
194(2)
CAT gizmos for custom rigs
196(2)
Getting a little tense
198(2)
PF Spliner
200(3)
12 Rendering
203(18)
Rendering basics
204(2)
Mental ray rendering
206(2)
What is mental ray, anyway?
208(2)
Nitrous viewport
210(2)
Quicksilver rendering
212(2)
Render passes with state sets
214(2)
Managing your scene
216(2)
Tipping the attenuation scales
218(3)
13 Plugins
221(10)
V-Ray
222(2)
Phoenix FD
224(2)
Ornatrix
226(2)
Zookeeper
228(3)
14 Parameter Wiring
231(14)
Wiring 101
232(2)
Follow me
234(2)
Telling time
236(2)
Spinning wheels
238(2)
Feeling exposed
240(2)
To code or not to code
242(3)
15 Special Effects
245(22)
Logo polishing
246(2)
MassFX destruction
248(2)
Raindrops
250(2)
Morphing
252(2)
Cracks in a surface
254(2)
What's in the box?
256(2)
Particle flow basics
258(2)
Swirly particles
260(2)
mParticles
262(2)
Data flow operators
264(3)
Appendix 267(6)
Index 273
Michael McCarthy is an accomplished 3D artist and trainer from Boston, Massachusetts, USA. Michaels skills in the 3D field are built on many years of painting and drawing. Character and FX animation are a few of Michaels passions. Michael has been an author and contributor to many 3ds max publications and created training and documentation for 3ds max as well as many of its most popular plug-ins. Michael is an Autodesk Certified Instructor and teaches at The New England Institute of Art, Siggraph Master Classes, and studios such as CafeFX. Always on the cutting edge of technology, Michael works with many leading 3D developers doing product design and training for new products including Particle Flow Box 2 and Zookeeper. His experience on projects such as Spiderman 3, Nims Island,Treasure Quest, and Sims keeps Michael engaged in all nuances of film, broadcast, and games production