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Main » 2018 April 20 » 3ds Max 2011 Bible
17:54:30 3ds Max 2011 Bible |
3ds Max 2011 Bible Author : Kelly L. Murdock PDF Format
Release Date: May 2012Pages : 1312 Size : 85,33 Mb Updated version of the bestselling 3ds Max book on the market 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. 3ds Max Bible is the world’s most popular book for getting the most out of the software. Whether a novice looking to create something immediately using the Quick Start tutorial, or an experienced 3ds Max user who simply wants to check out the software's latest and greatest features, this update to the bestselling 3ds Max book on the market continues to be the most comprehensive reference on this highly complex application. Packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials 16-page color insert highlights the work of some of today’s most cutting-edge 3D artists Includes a companion DVD with a searchable, full-color version of the 3ds Max Bible, as well as customizable models and textures The only comprehensive reference-tutorial on 3ds Max, it's no wonder the 3ds Max Bible is the bestselling 3ds Max book in the world and a favorite of both amat How this book is organized Many different aspects of 3D graphics exist, and in some larger production houses, you might be focused on only one specific area. However, for smaller organizations or the general hobbyist, you end up wearing all the hats — from modeler and lighting director to animator and post-production compositor. This book is organized to cover all the various aspects of 3D graphics, regardless of the hat on your head. If you’re so excited to be working with Max that you can’t decide where to start, then head straight for the Quick Start. The Quick Start is a single chapter-long tutorial that takes you through the creation and animation of an entire scene. This Quick Start was included in response to some feedback from readers of the first edition who complained that they didn’t know where to start. For those of you who were too anxious to wade through a mountain of material before you could create something, this Quick Start is for you. The book is divided into the following parts: Quick Start—This single chapter (which is actually a chapter in Part I) is an entire animation project presented in several focused tutorials. It is designed to whet your appetite and get you up to speed and producing animations immediately. Part I : Getting Started with 3ds Max—Whether it’s understanding the interface, working with the viewports, dealing with files, or customizing the interface, the chapters in this part get you comfortable with the interface so you won’t get lost moving about this mammoth package. Part II : Working with Objects—Max objects can include meshes, cameras, lights, Space Warps, and anything that can be viewed in a viewport. This part starts by introducing the various primitive objects and also includes chapters on how to reference, select, clone, group, link, transform, and modify these various objects. Part III : Modeling Basics—Max includes several different ways to model objects. This part includes chapters covering the basic modeling methods and constructs including working with spline shapes, meshes, and polys. It also introduces modifiers and the Modifier Stack. Part IV : Materials, Cameras, and Lighting Basics—This part shows how to apply basic materials to objects including maps. It then delves into using cameras and lights, but it focuses on the basics of these topics while avoiding the advanced features. Part V : Animation and Rendering Basics—The simplest animation features include keyframing, constraints, and controllers. With these topics, you’ll be able to animate scenes. This part also covers the basics of rendering scenes. Part VI : Advanced Modeling—This part continues the modeling features with coverage of XRefs, the Schematic View, mesh modifiers, compound objects, NURBS, patches, hair, fur, and cloth. Part VII : Advanced Materials—The Advanced Materials part includes coverage of unwrapping, UV coordinates, pelt mapping, the Render to Texture interface, and Normal maps. Part VIII : Advanced Animation Techniques—After users are comfortable with the basics of animation, they can move on to advanced techniques, including animation modifiers, the expression controller, wiring parameters, the Track View, and the Motion Mixer. Part IX : Working with Characters—This part covers creating and working with bipeds, bone systems, rigging, skinning, and character crowds. It also provides coverage of the various inverse kinematics methods. Part X : Dynamic Animation—This part covers creating animation sequences using physics calculations. It includes coverage of particles, Space Warps, the cool features of reactor, and using forces to animate hair and cloth. Part XI : Advanced Lighting and Rendering—Advanced lighting concepts include using the Light Tracer and Radiosity, and the advanced rendering topics include Atmospheric and Render Effects, network rendering, raytracing, and mental ray. Part XII : MAXScript and Plug-Ins—This part provides details on using Max’s scripting language, MAXScript, and on using plug-ins. Appendixes—At the very end of this book, you’ll find two appendixes that cover the new features of Max 2011 and the contents of the book’s DVD. 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