3Ds Max 9 Bible
-
Author:
-
Subject:
-
Published by:John Wiley & Sons Inc (US)
-
Published:12/01/2007
-
Price:$74.99
- < Buy this book >
--Andre Surya, Award-winning Digital Artist
A favorite of 3ds Max artists from beginners to pros!
Why is 3ds Max Bible a perennial bestselling favorite? Because whether you're a beginner looking for a tutorial to get you up to speed your first day or an expert needing a reference to Max's advanced features, it's all here. Loaded with advice, professional tips, and more than 150 step-by-step lessons, this is the most comprehensive reference-tutorial on 3ds Max on the market, and the one you'll turn to again and again.
* Organize and blend sequences with the new Animation Layers feature
* Explore Sun and Sky, Car Paint, and other new mental ray shaders
* Combine and divide objects with ProBoolean and ProCutter
* Create more accurate dynamic animations with updated reactor tools
* Add greater realism with enhanced and integrated hair and fur tools
* Reference objects, materials, and controllers with XRef
Animate a dancing cartoon moose
Isolate mapping surfaces with the Quick Planar map button
Add realistic motion to your model's hairstyle
What's on the DVD?
You'll find before-and-after example files for every tutorial in the book. The DVD also includes:
* Models and textures to customize for your own designs
* Rendered AVI files of animations used in the tutorials
* All the Max files for every tutorial
* Adobe tryout versions of After Effects(r), Photoshop(r) CS2, Illustrator(r) CS2, and Premiere Pro
System Requirements: See the DVD appendix for details and complete system requirements.
Biography
With a background in engineering and computer graphics, Kelly has been all over the 3D industry and still finds it fascinating. He’s used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films and games, worked as a freelance 3D artist, and even done some 3D programming. Kelly’s been using 3D Studio since version 3 for DOS. Kelly has also branched into training others in 3D technologies and is a frequent speaker at various conferences.
In his spare time, Kelly enjoys the outdoors while rock climbing, mountain biking, or skiing. He works at the design company he co-founded with his brother Chris, Logical Paradox Design.
Table of Contents
Acknowledgments.
Part I: Learning the Max Interface.
Quick Start: Animating a Dancing Cartoon Moose.
Chapter 1: Exploring the Max Interface.
Chapter 2: Controlling and Configuring the Viewports.
Chapter 3: Working with Files and XRefs.
Chapter 4: Using Vault and the Asset Tracking System.
Chapter 5: Customizing the Max Interface and Setting Preferences.
Part II: Working with Objects.
Chapter 6: Creating and Editing Primitive Objects.
Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers.
Chapter 8: Transforming Objects — Translate, Rotate, and Scale.
Chapter 9: Cloning Objects and Creating Object Arrays.
Chapter 10: Grouping and Linking Objects.
Chapter 11: Working with the Schematic View.
Chapter 12: Introducing Modifiers and Using the Modifier Stack.
Part III: Modeling.
Chapter 13: Learning Modeling Basics and Working with Subobjects.
Chapter 14: Drawing and Editing 2D Splines and Shapes.
Chapter 15: Modeling with Polygons.
Chapter 16: Deforming Surfaces and Using the Mesh Modifiers.
Chapter 17: Modeling with Patches and NURBS.
Chapter 18: Working with Compound Objects.
Chapter 19: Adding and Styling Hair, Fur, and Cloth.
Part IV: Materials and Maps.
Chapter 20: Exploring the Material Editor.
Chapter 21: Creating and Applying Simple Materials.
Chapter 22: Creating Advanced Multi-Layer Materials.
Chapter 23: Adding Material Details with Maps.
Chapter 24: Unwrapping UVs and Pelt Mapping.
Chapter 25: Creating Baked Textures and Normal Maps.
Part V: Cameras and Lighting.
Chapter 26: Configuring Cameras.
Chapter 27: Using Lights and Basic Lighting Techniques.
Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity.
Part VI: Animation.
Chapter 29: Understanding Animation and Keyframe Basics.
Chapter 30: Using Animation Layers.
Chapter 31: Using Animation Modifiers and Wiring Parameters.
Chapter 32: Animating with Constraints and Controllers.
Chapter 33: Working with Function Curves in the Track View.
Chapter 34: Combining Animations in the Motion Mixer.
Part VII: Dynamic Animation.
Chapter 35: Creating Particles and Particle Flow.
Chapter 36: Using Space Warps.
Chapter 37: Simulating Physics-Based Motion with reactor.
Chapter 38: Animating Hair and Cloth.
Part VIII: Characters.
Chapter 39: Understanding Rigging and Working with Bones.
Chapter 40: Adding Inverse Kinematics.
Chapter 41: Skinning Characters.
Chapter 42: Creating and Animating Bipeds.
Part IX: Rendering.
Chapter 43: Learning Rendering Basics.
Chapter 44: Using Atmospheric and Render Effects.
Chapter 45: Raytracing and mental ray.
Chapter 46: Batch and Network Rendering.
Part X: Post Processing.
Chapter 47: Compositing and Render Elements.
Chapter 48: Using the Video Post Interface.
Part XI: MAXScript and Plug-Ins.
Chapter 49: Automating with MAXScript.
Chapter 50: Expanding Max with Third-Party Plug-Ins.
Appendix A: What’s New with Max 9.
Appendix B: Installing and Configuring 3ds Max 9.
Appendix C: Max Keyboard Shortcuts.
Appendix D: What’s on the DVD.
Index.
- FTMobile Portal Architect - .Net TechnologiesNSW
- FTAccount Manager - Strategic Enterprise DevelopmentNSW
- CCDB2 / DBA Technical Consultant - Finance company - Melbourne CBD - DB2VIC
- FTSenior .Net Developer - Mobility/Portal SolutionsNSW
- FTDigital Account ManagerNSW
- CCDigital Business Analyst - Agile/ScrumNSW
- FTDigital Account ManagerNSW
- FTSupport Consultant - Global Vendor - $55-75,000NSW
iAsset is a channel management ecosystem that automates all major aspects of the entire sales,marketing and service process, including data tracking, integrated learning, knowledge management and product lifecycle management.
What is Wireless 2.0
The challenges and the Practical Approach to a ‘Wi-Fi that works’ Creating “Wi-Fi that works”, even with minimal requirements, is a tall order given the breadth of client and application types that must perform well over the wireless infrastructure, but when adding in the speed and complexity of 802.11n, a variety of demanding applications, high-density environments, and tricky deployment scenarios, controller-based vendors cannot live up to their promises of Ethernet-like determinism. This whitepaper defines what a Wireless 2.0 network is, and the importance of a controller-less architecture for performance, reliability, scalability, security, and flexibility. Download this now
HiveManager Online: Less Dollars, More Sense
Today’s de facto standard controller-based Wi-Fi infrastructure model is just too complicated, too expensive, and too unreliable. It’s common for enterprise and mid-market network operators alike to get caught in a crossroads of compromises involving costs, complexity, features, and reliability.








