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E-raamat: How to Cheat in 3ds Max 2015: Get Spectacular Results Fast [Taylor & Francis e-raamat]

  • Formaat: 328 pages, 1020 Illustrations, color
  • Sari: How To Cheat
  • Ilmumisaeg: 25-Aug-2014
  • Kirjastus: Routledge
  • ISBN-13: 9781315777115
  • Taylor & Francis e-raamat
  • Hind: 267,74 €*
  • * hind, mis tagab piiramatu üheaegsete kasutajate arvuga ligipääsu piiramatuks ajaks
  • Tavahind: 382,48 €
  • Säästad 30%
  • Formaat: 328 pages, 1020 Illustrations, color
  • Sari: How To Cheat
  • Ilmumisaeg: 25-Aug-2014
  • Kirjastus: Routledge
  • ISBN-13: 9781315777115

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 2015, 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 walkthroughs—you’ll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations—all featured on the companion website.

1 Customization and Ul
3(14)
Exploring your scene
4(2)
Enhanced menu
6(2)
X marks the spot
8(2)
Make the new old again
10(2)
Hotbox quad
12(2)
Custom workspace
14(3)
2 Basics
17(16)
A selection of selections
18(2)
Making a Scene
20(2)
Zoom, pan, display
22(2)
Organizing objects
24(2)
Transforms and coordinates
26(2)
Organizing objects: a matter of choice
28(2)
Roger's top 10 reasons why you can't select your object
30(3)
3 Modeling
33(30)
Modeling tools
34(2)
Reference images
36(2)
Spline to low poly
38(2)
Virtual studio
40(2)
Speed modeling
42(2)
Modeling with maps in mind
44(2)
Object placement
46(2)
Curvy curtain
48(2)
Shell game
50(2)
BYO weapon
52(2)
Quad chamfer
54(2)
How to make a mess with modeling
56(2)
Secrets of the spline
58(2)
Modeling for the masses
60(3)
4 Character Modeling
63(18)
Character references
64(2)
Character modeling process
66(2)
Chop shop
68(2)
Nip and tuck
70(2)
Polygon building
72(2)
Subdivision
74(2)
Poly modeling in practice
76(2)
Making animatable models
78(3)
5 Materials
81(30)
Material Editor basics
82(2)
Mapping coordinates
84(2)
Preparing textures
86(2)
People, trees, and cars
88(2)
Multiple maps
90(2)
Procedurally speaking
92(2)
Gradual mix
94(2)
Unwrapping the mapping
96(2)
Normal mapping
98(2)
Concavity
100(2)
Faking subsurface scattering
102(2)
Mapping a character
104(4)
Basic mental ray materials
108(2)
Custom mental ray materials
110(1)
6 Lighting & Shadows
111(22)
1-2-3 Lighting
112(2)
Troubleshooting shadows
114(2)
Exterior lighting
116(2)
Bright sunshiny day
118(2)
Mental ray lighting
120(2)
Good lighting made better
122(2)
Daylight savings time
124(2)
Saving time with shadows
126(2)
Where's the shadow?
128(2)
Shadow and wireframe presentation
130(3)
7 Reflections
133(10)
Reflecting on reflections
134(2)
Bling
136(2)
Reflections in the dark
138(2)
Where's my reflection?
140(3)
8 Glass
143(12)
Exterior daytime windows
144(2)
Interior daytime windows
146(2)
Nighttime and dusk
148(2)
Pint glass
150(2)
Fun with physics
152(3)
9 Animation
155(28)
Animation 101
156(2)
Pose to pose
158(2)
Spinning your gears
160(2)
Animated pivot point
162(2)
Following a path
164(2)
Look a-here
166(2)
Hold it now
168(2)
Jumping beans
170(2)
Linktopia
172(2)
Linking to multiple objects
174(2)
Chains
176(2)
Scripting animation
178(2)
Super-duper tools
180(3)
10 Character Animation
183(24)
Character animation workflow
184(2)
CAT 101
186(2)
Biped 101
188(2)
Skeleton fitting
190(2)
Skinning
192(2)
Walking in your footsteps
194(2)
Snack strong
196(2)
The alternative skeleton
198(2)
Biped foot control
200(2)
CAT gizmos
202(2)
CAT vs. Biped
204(3)
11 MAXScript
207(18)
A world of MAXScripts
208(2)
Voronoi stonewall
210(2)
Gizmo control
212(2)
CAT gizmos for custom rigs
214(2)
Getting a little tense
216(2)
Visual pivot placer
218(2)
PF spliner
220(2)
FX puck
222(3)
12 Rendering
225(26)
Rendering basics
226(2)
Render passes with state sets
228(2)
Managing your scene
230(2)
Mental ray rendering
232(2)
Don't trust your eyes
234(2)
Auto render elements (Photoshop)
236(2)
Auto render elements (After Effects)
238(2)
What is mental ray, anyway?
240(2)
Perspective matching
242(2)
Nitrous viewport
244(2)
Quicksilver rendering
246(2)
Tipping the attenuation scales
248(3)
13 Plugins
251(14)
V-Ray
252(2)
Phoenix FD
254(2)
Joy of liquids
256(2)
Ornatrix
258(2)
Zookeeper
260(2)
Node based snacking
262(3)
14 Parameter Wiring
265(14)
Wiring 101
266(2)
Follow me
268(2)
Telling time
270(2)
Spinning wheels
272(2)
Feeling exposed
274(2)
To code or not to code
276(3)
15 Special Effects
279(26)
Logo polishing
280(2)
MassFX destruction
282(2)
Breaking into the industry
284(2)
Raindrops
286(2)
Morphing
288(2)
One click to After Effects
290(2)
Cracks in a surface
292(2)
What's in the box?
294(2)
Particle flow basics
296(2)
Swirly particles
298(2)
mParticles
300(2)
Data flow operators
302(3)
Appendix 305(6)
Index 311
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.