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- Wiley
More About This Title 3ds Max 2012 Bible
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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 tutorialsHighlights the work of some of today's most cutting-edge 3D artists in a 16-page color insertIncludes a companion DVD with all examples from the book, including unique models and texture that you can customizeDVD also features 500 pages of extra content from previous editions of the 3ds Max Bible, including a set of Quick Start tutorialsIf you want to gain 3ds Max 2012 skills, whether you're just beginning or not, this is the book you need to succeed.
- English
English
- English
English
Preface xxxviii
Acknowledgments xliv
Part I: Getting Started with 3ds Max 1
Quick Start: Laying Siege to the Castle Wall 3
Chapter 1: Exploring the Max Interface 17
Chapter 2: Controlling and Configuring the Viewports 43
Chapter 3: Working with Files, Importing, and Exporting 81
Chapter 4: Changing Interface Units and Setting Preferences 113
Part II: Working with Objects 127
Chapter 5: Creating and Editing Primitive Objects 129
Chapter 6: Selecting Objects and Setting Object Properties 161
Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping 193
Chapter 8: Cloning Objects and Creating Object Arrays 223
Chapter 9: Grouping, Linking, and Parenting Objects 245
Part III: Modeling Basics 257
Chapter 10: Accessing Subobjects and Using Modeling Helpers 259
Chapter 11: Introducing Modifiers and Using the Modifier Stack 273
Chapter 12: Drawing and Editing 2D Splines and Shapes 307
Chapter 13: Modeling with Polygons 351
Chapter 14: Using the Graphite Modeling Tools and Painting with Objects 385
Part IV: Materials, Cameras, and Lighting Basics 427
Chapter 15: Using the Slate Material Editor 429
Chapter 16: Creating and Applying Standard Materials 447
Chapter 17: Adding Material Details with Maps 461
Chapter 18: Creating Compound Materials and Using Material Modifiers 501
Chapter 19: Configuring and Aiming Cameras 515
Chapter 20: Using Lights and Basic Lighting Techniques 533
Part V: Animation and Rendering Basics 563
Chapter 21: Understanding Animation and Keyframes 565
Chapter 22: Animating with Constraints and Simple Controllers 589
Chapter 23: Rendering a Scene and Enabling Quicksilver 611
Chapter 24: Rendering Non-Photorealistic Effects 635
Part VI: Advanced Modeling 639
Chapter 25: Building Complex Scenes with Containers, XRefs, and the Schematic View 641
Chapter 26: Deforming Surfaces and Using the Mesh Modifiers 673
Chapter 27: Working with Compound Objects 697
Chapter 28: Working with Solids and Body Objects 735
Chapter 29: Adding and Styling Hair and Fur, and Using Cloth 743
Part VII: Advanced Materials 761
Chapter 30: Using Specialized Material Types 763
Chapter 31: Working with Procedural Substance Textures 775
Chapter 32: Painting in the Viewport Canvas and Rendering Surface Maps 781
Chapter 33: Unwrapping UVs and Mapping Textures 797
Chapter 34: Creating Baked Textures and Normal Maps 833
Part VIII: Advanced Animation Techniques 845
Chapter 35: Using Animation Layers, Modifiers, and Complex Controllers 847
Chapter 36: Animating with the Expression Controller and Wiring Parameters 883
Chapter 37: Working with the F-Curve Editor in the Track View 901
Part IX: Working with Characters 939
Chapter 38: Understanding Rigging, Kinematics, and Working with Bones 941
Chapter 39: Animating Characters with CAT 967
Chapter 40: Skinning Characters 989
Part X: Dynamic Animation 1007
Chapter 41: Creating Particles and Particle Flow 1009
Chapter 42: Using Space Warps 1039
Chapter 43: Simulating Physics-Based Motion with MassFX 1063
Chapter 44: Animating Hair and Cloth 1079
Part XI: Advanced Lighting and Rendering 1087
Chapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity 1089
Chapter 46: Using Atmospheric and Render Effects 1107
Chapter 47: Rendering with mental ray and iray 1139
Chapter 48: Batch and Network Rendering 1157
Chapter 49: Compositing with Render Elements and the Video Post Interface 1173
Appendix A: What’s New with 3ds Max 2012 1203
Appendix B: What’s on the CD-ROM 1207
Index 1211