|Murdock, Kelly L.|
3ds Max 2012 Bible
1. Auflage August 2011
2011. 1296 Seiten, Softcover
- Praktikerbuch -
ISBN 978-1-118-02220-7 - John Wiley & Sons
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Updated version of the bestselling 3ds Max book on the market
3ds Max 2012 Bible is one of the most popular 3ds Max how-tos on the market. If you're a beginner just itching to create something right away, the Quick Start project in Part 1 is for you. If you're an experienced user checking out 3ds Max 2012's latest and greatest features, you'll love the fact that the 3ds Max 2012 Bible continues to be the most comprehensive reference on this highly complex application. Find out what's new, what's tried and true, and how creative you can get using the tips, tricks, and techniques in this must-have guide. Don't miss the 16-page color insert with examples from cutting-edge 3D artists, as well as the DVD packed with all kinds of extras.
* Loaded with expert advice, timesaving tips, and more than 150 step-by-step tutorials
* Highlights the work of some of today's most cutting-edge 3D artists in a 16-page color insert
* Includes a companion DVD with all examples from the book, including unique models and texture that you can customize
* DVD also features 500 pages of extra content from previous editions of the 3ds Max Bible, including a set of Quick Start tutorials
If you want to gain 3ds Max 2012 skills, whether you're just beginning or not, this is the book you need to succeed.
Aus dem Inhalt
Part I: Getting Started with 3ds Max.
Quick Start: Laying Siege to the Castle Wall.
Chapter 1: Exploring the Max Interface.
Chapter 2: Controlling and Configuring the Viewports.
Chapter 3: Working with Files, Importing, and Exporting.
Chapter 4: Changing Interface Units and Setting Preferences.
Part II: Working with Objects.
Chapter 5: Creating and Editing Primitive Objects.
Chapter 6: Selecting Objects and Setting Object Properties.
Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping.
Chapter 8: Cloning Objects and Creating Object Arrays.
Chapter 9: Grouping, Linking, and Parenting Objects.
Part III: Modeling Basics.
Chapter 10: Accessing Subobjects and Using Modeling Helpers.
Chapter 11: Introducing Modifiers and Using the Modifier Stack.
Chapter 12: Drawing and Editing 2D Splines and Shapes.
Chapter 13: Modeling with Polygons.
Chapter 14: Using the Graphite Modeling Tools and Painting with Objects.
Part IV: Materials, Cameras, and Lighting Basics.
Chapter 15: Using the Slate Material Editor.
Chapter 16: Creating and Applying Standard Materials.
Chapter 17: Adding Material Details with Maps.
Chapter 18: Creating Compound Materials and Using Material Modifiers.
Chapter 19: Configuring and Aiming Cameras.
Chapter 20: Using Lights and Basic Lighting Techniques.
Part V: Animation and Rendering Basics.
Chapter 21: Understanding Animation and Keyframes.
Chapter 22: Animating with Constraints and Simple Controllers.
Chapter 23: Rendering a Scene and Enabling Quicksilver.
Chapter 24: Rendering Non-Photorealistic Effects.
Part VI: Advanced Modeling.
Chapter 25: Building Complex Scenes with Containers, XRefs, and the Schematic View.
Chapter 26: Deforming Surfaces and Using the Mesh Modifiers.
Chapter 27: Working with Compound Objects.
Chapter 28: Working with Solids and Body Objects.
Chapter 29: Adding and Styling Hair and Fur, and Using Cloth.
Part VII: Advanced Materials.
Chapter 30: Using Specialized Material Types.
Chapter 31: Working with Procedural Substance Textures.
Chapter 32: Painting in the Viewport Canvas and Rendering Surface Maps.
Chapter 33: Unwrapping UVs and Mapping Textures.
Chapter 34: Creating Baked Textures and Normal Maps.
Part VIII: Advanced Animation Techniques.
Chapter 35: Using Animation Layers, Modifiers, and Complex Controllers.
Chapter 36: Animating with the Expression Controller and Wiring Parameters.
Chapter 37: Working with the F-Curve Editor in the Track View.
Part IX: Working with Characters.
Chapter 38: Understanding Rigging, Kinematics, and Working with Bones.
Chapter 39: Animating Characters with CAT.
Chapter 40: Skinning Characters.
Part X: Dynamic Animation.
Chapter 41: Creating Particles and Particle Flow.
Chapter 42: Using Space Warps.
Chapter 43: Simulating Physics-Based Motion with MassFX.
Chapter 44: Animating Hair and Cloth.
Part XI: Advanced Lighting and Rendering.
Chapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity.
Chapter 46: Using Atmospheric and Render Effects.
Chapter 47: Rendering with mental ray and iray.
Chapter 48: Batch and Network Rendering.
Chapter 49: Compositing with Render Elements and the Video Post Interface.
Appendix A: What's New with 3ds Max 2012.
Appendix B: What's on the CD-ROM.