3ds Max 2008 Bible, w. DVD-ROM
(Sprache: Englisch)
The 3ds Max reference 3D designers chooseOpen this book to any page, and you'll quickly see why the 3ds Max Bible is a perennial favorite of 3ds Max artists. Whether you're a beginner looking for a quick start or an expert exploring the very latest advanced...
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Produktinformationen zu „3ds Max 2008 Bible, w. DVD-ROM “
The 3ds Max reference 3D designers choose
Open this book to any page, and you'll quickly see why the 3ds Max Bible is a perennial favorite of 3ds Max artists. Whether you're a beginner looking for a quick start or an expert exploring the very latest advanced features, it's all here. You'll find pages of professional tips, loads of advice, and more than 150 step-by-step tutorials guaranteed to jump-start your creativity. This is the 3ds Max book you need to succeed.
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Make global changes to multiple objects with Scene Explorer
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Build MAXScripts more quickly with the new MAXScript ProEditor
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Stream and focus light through a window with the Sky Portal
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Create compelling characters using enhanced Biped tools
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Learn to reference, select, clone, group, link, and transform objects
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Discover new keyboard shortcuts for speed modeling
What's on the DVD?
You'll find before-and-after example files for every tutorial in the book. The DVD also includes:
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Unique models and textures you can customize for your own designs
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3ds Max 2008 trial version
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A searchable full-color PDF of the book
Also in the Book
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A 16-page full-color insert will inspire you with a selection of cutting-edge work done by 3ds Max artists
Klappentext zu „3ds Max 2008 Bible, w. DVD-ROM “
This is the only comprehensive reference-tutorial on 3ds Max, making it a favorite of all users, from beginners to pros. If Max novices are itching to actually create something now, the Quick Start project in Part 1 is just for them. If experienced Max users can't wait to check out the new software features the details are here. This bestseller is packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials.
- 3ds Max is used to create 80 percent of commercially available video games, including those for Microsoft Xbox 360, Sony Playstation 3, and Nintendo Wii
- Readers will master the complexities of 3ds Max by working through more than 150 short tutorials under the guidance of 3D expert Kelly Murdock
- A Quick Start chapter shows beginners how to create an exciting animation their first day using the software
- Offers extensive detail on the latest features allowing quick ramp-up for veterans of earlier 3ds versions
- Includes a 16-page, full-color insert with examples of cutting-edge 3ds Max art
- DVD contains all the examples in the book, models and textures that readers can customize, as well as a full-color and searchable PDF of the book
- Readers will master the complexities of 3ds Max by working through more than 150 short tutorials under the guidance of 3D expert Kelly Murdock
- A Quick Start chapter shows beginners how to create an exciting animation their first day using the software
- Offers extensive detail on the latest features allowing quick ramp-up for veterans of earlier 3ds versions
- Includes a 16-page, full-color insert with examples of cutting-edge 3ds Max art
- DVD contains all the examples in the book, models and textures that readers can customize, as well as a full-color and searchable PDF of the book
Inhaltsverzeichnis zu „3ds Max 2008 Bible, w. DVD-ROM “
- About the Author- Preface
- Acknowledgments
Part I: Getting Started with 3ds Max
- Quick Start: Creating and Flying Through a Greek Temple
- Chapter 1: Exploring the Max Interface
- Chapter 2: Controlling and Configuring the Viewports
- Chapter 3: Working with Files, Importing, and Exporting
- Chapter 4: Customizing the Max Interface and Setting Preferences
Part II: Working with Objects
- Chapter 5: Creating and Editing Primitive Objects
- Chapter 6: Selecting Objects, Setting Object Properties, and Using Layers and the Scene Explorer
- 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: Learning Modeling Basics and Working with Subobjects and Helpers
- Chapter 11: Drawing and Editing 2D Splines and Shapes
- Chapter 12: Modeling with Polygons
- Chapter 13: Introducing Modifiers and Using the Modifier Stack
Part IV: Materials, Cameras, and Lighting Basics
- Chapter 14: Exploring the Material Editor
- Chapter 15: Creating and Applying Standard Materials
- Chapter 16: Creating Compound Materials and Using Material Modifiers
- Chapter 17: Adding Material Details with Maps
- Chapter 18: Configuring and Aiming Cameras
- Chapter 19: Using Lights and Basic Lighting Techniques
Part V: Animation and Rendering Basics
- Chapter 20: Understanding Animation and Keyframe Basics
- Chapter 21: Animating with Constraints and Controllers
- Chapter 22: Learning to Render a Scene
Part VI: Advanced Modeling
- Chapter 23: Building Complex Scenes with XRefs and Using Vault
- Chapter 24: Working with the Schematic View
- Chapter 25: Deforming Surfaces and Using the Mesh Modifiers
- Chapter 26: Working with Compound Objects
- Chapter 27: Modeling with Patches and NURBS
- Chapter 28: Adding and Styling Hair, Fur, and Cloth
Part VII: Advanced Materials
- Chapter 29: Using
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Specialized Material Types
- Chapter 30: Unwrapping UVs and Using Pelt Mapping
- Chapter 31: Creating Baked Textures and Normal Maps
Part VIII: Advanced Animation Techniques
- Chapter 32: Using Animation Modifiers
- Chapter 33: Animating with the Expression Controller and Wiring Parameters
- Chapter 34: Working with Function Curves in the Track View
- Chapter 35: Using Animation Layers and the Motion Mixer
Part IX: Dynamic Animation
- Chapter 36: Creating Particles and Particle Flow
- Chapter 37: Using Space Warps
- Chapter 38: Simulating Physics-Based Motion with reactor
Part X: Working with Characters
- Chapter 40: Understanding Rigging and Working with Bones
- Chapter 41: Working with Inverse Kinematics
- Chapter 42: Creating and Animating Bipeds and Crowds
- Chapter 43: Skinning Characters
Part XI: Advanced Lighting and Rendering
- Chapter 44: Working with Advanced Lighting, Light Tracing, and Radiosity
- Chapter 45: Using Atmospheric and Render Effects
- Chapter 46: Raytracing and mental ray
- Chapter 47: Batch and Network Rendering
- Chapter 48: Compositing with Render Elements and the Video Post Interface
Part XII: MAXScript and Plug-Ins
- Chapter 49: Automating with MAXScript
- Chapter 50: Expanding Max with Third-Party Plug-Ins
- Appendix A: What's New with 3ds Max 2008
- Appendix B: Installing and Configuring 3ds Max 2008
- Appendix C: 3ds Max 2008 Keyboard Shortcuts
- Appendix D: What's on the DVD
- Index
- End-User License Agreement
- Chapter 30: Unwrapping UVs and Using Pelt Mapping
- Chapter 31: Creating Baked Textures and Normal Maps
Part VIII: Advanced Animation Techniques
- Chapter 32: Using Animation Modifiers
- Chapter 33: Animating with the Expression Controller and Wiring Parameters
- Chapter 34: Working with Function Curves in the Track View
- Chapter 35: Using Animation Layers and the Motion Mixer
Part IX: Dynamic Animation
- Chapter 36: Creating Particles and Particle Flow
- Chapter 37: Using Space Warps
- Chapter 38: Simulating Physics-Based Motion with reactor
Part X: Working with Characters
- Chapter 40: Understanding Rigging and Working with Bones
- Chapter 41: Working with Inverse Kinematics
- Chapter 42: Creating and Animating Bipeds and Crowds
- Chapter 43: Skinning Characters
Part XI: Advanced Lighting and Rendering
- Chapter 44: Working with Advanced Lighting, Light Tracing, and Radiosity
- Chapter 45: Using Atmospheric and Render Effects
- Chapter 46: Raytracing and mental ray
- Chapter 47: Batch and Network Rendering
- Chapter 48: Compositing with Render Elements and the Video Post Interface
Part XII: MAXScript and Plug-Ins
- Chapter 49: Automating with MAXScript
- Chapter 50: Expanding Max with Third-Party Plug-Ins
- Appendix A: What's New with 3ds Max 2008
- Appendix B: Installing and Configuring 3ds Max 2008
- Appendix C: 3ds Max 2008 Keyboard Shortcuts
- Appendix D: What's on the DVD
- Index
- End-User License Agreement
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Autoren-Porträt von Kelly L. Murdock
Kelly Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work. His book credits include various 3D, graphics, multimedia, and Web titles, including seven previous editions of this book, 3ds Max Bible. Other major accomplishments include Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, Poser 6 and 7 Revealed, 3D Game Animation For Dummies, gmax Bible, Adobe Atmosphere Bible, Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, and co-authoring duties on two editions of the Illustrator Bible (for versions 9 and 10) and three editions of the Adobe Creative Suite Bible.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. He teaches at the local university and is a frequent speaker at various conferences.
Bibliographische Angaben
- Autor: Kelly L. Murdock
- 2008, 1250 Seiten, mit Abbildungen, Maße: 18,8 x 23,2 cm, Kartoniert (TB), Englisch
- Verlag: Wiley & Sons
- ISBN-10: 0470187603
- ISBN-13: 9780470187609
Sprache:
Englisch
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