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- Wiley
More About This Title Autodesk 3ds Max 2016 Essentials: Autodesk Official Press
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Autodesk 3ds Max 2016 Essentials is your perfect hands-on guide to start animating quickly. Using approachable, real-world exercises, you'll master the fundamentals of this leading animation software by following full-color screen shots step by step. Each chapter opens with a quick discussion of concepts and learning objectives, and then launches into hands-on tutorials that give you firsthand experience and a good start on preparing for the 3ds Max certification exam. You'll learn the basics of modeling, texturing, animating, and visual effects as you create a retro-style alarm clock, animate a thrown knife, model a chair, and more. Whether you're a complete beginner or migrating from another 3D application, this task-based book provides the solid grounding you need in Autodesk 3ds Max 2016.
- Model your character with polygons, meshes, and more
- Add motion with simple and complex animations
- Add color and textures to visualize materials and surfaces
- Render interior scenes with great lighting and camera placement
If you want to learn 3ds Max quickly and painlessly, Autodesk 3ds Max 2016 Essentials helps you start animating today.
- English
English
About the Authors
Randi L. Derakhshani teaches 3D and visual effects at The Art Institute of California and has worked as a digital artist and technical director for fames and movie projects with Gizmo Games, RJB Enterprises, and Sony. Dariush Derakhshani is an award-winning visual effects supervisor, author, and educator. His movie and TV credits include The Fantastic Four, Pan's Labyrinth, and the South Park TV series, as well as numerous commercials and music videos. Dariush has written all of Sybex's Introducing Maya books. He teaches 3D animation and is the author of Sybex's Introducing Maya book. Randi and Dariush are both Autodesk Certified Instructors.
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English
Chapter 1 The 3ds Max Interface 1
Navigating the Workspace 1
User-Interface Elements 1
Viewports 4
ViewCube 6
Mouse Buttons 6
Quad Menus 7
Displaying Objects in a Viewport 8
Viewport Navigation 10
Transforming Objects Using Gizmos 11
Graphite Modeling Tools Set 13
Command Panel 14
Object Parameters and Values 14
Modifier Stack 15
Objects and Sub-Objects 15
Time Slider and Track Bar 16
File Management 16
Setting a Project 16
Version Up! 18
Now You Know 18
Chapter 2 Your First 3ds Max Project 19
Setting Up a Project Workflow 19
Exercise 2.1: Setting Up a Project 20
The Secret to Accurate Modeling: Reference Material! 20
Exercise 2.2: Setting Up the Modeling Reference 21
Building a Simple Model 24
Exercise 2.3: Starting with a Primitive 24
Exercise 2.4: Modeling in Sub-Object Mode 25
Exercise 2.5: Bringing on the Bevel 29
Exercise 2.6: Chamfering Time 32
Creating Details Using Splines 38
Exercise 2.7: Building the Handle 38
Lathing, Extruding, and Beveling to Create 3D from 2D 45
Exercise 2.8: Lathing to Make a Whole 45
Exercise 2.9: Creating the Clock Numbers and Hands 48
Bringing It All Together 54
Exercise 2.10: Using Merge 54
Now You Know 56
Chapter 3 Modeling in 3ds Max: Architectural Model Part I 57
Setting Up the Scene 58
Exercise 3.1: Setting Up Units 58
Exercise 3.2: Importing a CAD Drawing 59
Building the Room 63
Exercise 3.3: Creating the Walls 63
Exercise 3.4: Creating the Doors 66
Exercise 3.5: Creating the Window 69
Exercise 3.6: Adding a Floor and a Ceiling 71
Adding Special Details to the Room 74
Exercise 3.7: Creating Baseboard Moldings 75
Now You Know 82
Chapter 4 Modeling in 3ds Max: Architectural Model Part II 83
Modeling the Couch 83
Exercise 4.1: Blocking Out the Couch Model 84
Exercise 4.2: Using NURMS to Add Softness 86
Exercise 4.3: Building Detail on the Couch Model 89
Exercise 4.4: Creating the Chaise Lounge 92
Exercise 4.5: Modeling the Couch Feet 95
Modeling the Lounge Chair 97
Exercise 4.6: Creating Image Planes 98
Exercise 4.7: Adding the Images 99
Exercise 4.8: Building the Splines for the Chair Frame 100
Exercise 4.9: Building the Chair Cushion 106
Exercise 4.10: Creating the Chair’s Base 108
Bringing It All Together 113
Now You Know 115
Chapter 5 Introduction to Animation 117
Animating the Ball 118
Exercise 5.1: Setting Keyframes 118
Exercise 5.2: Copying Keyframes 120
Exercise 5.3: Using the Track View - Curve Editor 121
Reading Animation Curves 124
Refining the Animation 126
Exercise 5.4: Editing Animation Curves 127
Exercise 5.5: Squash and Stretch 129
Exercise 5.6: Setting the Timing 131
Exercise 5.7: Moving the Ball Forward 132
Exercise 5.8: Using the XForm Modifier 135
Exercise 5.9: Animating the XForm Modifier 136
Exercise 5.10: Correcting the Rotation 137
Now You Know 138
Chapter 6 Animation Principles 139
Anticipation and Momentum in Knife Throwing 139
Exercise 6.1: Blocking Out the Animation 139
Exercise 6.2: Working with Trajectories 142
Exercise 6.3: Adding Rotation 144
Exercise 6.4: Adding Anticipation 146
Exercise 6.5: Following Through 148
Exercise 6.6: Transferring Momentum to the Target 149
Now You Know 152
Chapter 7 Character Modeling Part I 153
Setting Up the Scene 153
Exercise 7.1: Creating the Image Planes 154
Exercise 7.2: Adding the Images to the Planes 155
Blocking Out the Alien Model 156
Exercise 7.3: Forming the Torso 157
Exercise 7.4: Creating Symmetry 161
Exercise 7.5: Blocking Out the Arms 162
Exercise 7.6: Blocking Out the Leg 167
Exercise 7.7: Refining the Body 172
Exercise 7.8: Building the Neck 179
Now You Know 184
Chapter 8 Character Modeling Part II 185
Creating the Alien Head 185
Exercise 8.1: Blocking Out the Head 185
Exercise 8.2: Building the Nose and Eye 188
Building the Alien Hand 194
Exercise 8.3: Building the Palm of the Hand 194
Exercise 8.4: Beveling the Fingers 196
Building the Foot 203
Exercise 8.5: Blocking Out the Foot 203
Exercise 8.6: Beveling the Toes 205
Completing the Alien 208
Exercise 8.7: Attaching to the Body 208
Exercise 8.8: Using Symmetry 214
Exercise 8.9: Finishing the Head 215
Now You Know 220
Chapter 9 Introduction to Materials 221
Navigating the Slate Material Editor 221
Identifying the Standard Material 223
Standard Materials 223
Identifying the mental ray Material 224
Identifying Shaders 224
Building Materials for the Couch 225
Exercise 9.1: Creating a Standard Material 225
Exercise 9.2: Applying the Material to the Couch 226
Exercise 9.3: Adding a Bitmap 228
Exercise 9.4: Mapping Coordinates 230
Exercise 9.5: Adding Materials to the Feet 232
Exercise 9.6: Applying a Bump Map 234
Building Materials for the Lounge Chair 236
Exercise 9.7: Creating a Leather Material for the Chair Cushion 236
Exercise 9.8: Creating a Reflective Material 238
Building Materials for the Window 241
Exercise 9.9: Creating a Multi/Sub-Object Material 242
Now You Know 247
Chapter 10 Textures and UV Workflow: The Alien 249
Defining UVs on the Alien’s Body 250
Exercise 10.1: Seaming the Alien’s Body 250
Unwrapping UVs on the Alien’s Body 256
Exercise 10.2: Unwrapping the Alien’s Arm 257
Exercise 10.3: Unwrapping the Alien’s Body 261
Exercise 10.4: Arranging the Alien’s UVs 263
Building and Applying Material to the Alien 266
Exercise 10.5: Applying the Color Map 266
Exercise 10.6: Applying the Bump Map 267
Exercise 10.7: Applying the Specular Map 269
Now You Know 271
Chapter 11 Character Studio: Rigging 273
Character Studio Workflow 273
General Workflow 274
Associating a Biped with the Alien Model 276
Exercise 11.1: Creating and Modifying the Biped 276
Exercise 11.2: Adjusting the Torso and Arms 283
Exercise 11.3: Adjusting the Neck and Head 285
Skinning the Alien Model 287
Exercise 11.4: Applying the Skin Modifier 288
Exercise 11.5: Testing the Model 288
Exercise 11.6: Tweaking the Skin Modifier 290
Exercise 11.7: Testing the Alien Model Rig 294
Exercise 11.8: Controlling the View 296
Now You Know 298
Chapter 12 Character Studio: Animation 299
Animating the Alien 299
Exercise 12.1: Adding a Run-and-Jump Sequence 300
Freeform Animation 302
Exercise 12.2: Moving the Head 302
Exercise 12.3: Moving the Arms 305
Exercise 12.4: Completing the Motion Sequence 307
Modifying Animation in the Dope Sheet 308
Exercise 12.5: Adding Footsteps Manually 308
Exercise 10.6: Using the Dope Sheet 309
Now You Know 314
Chapter 13 Introduction to Lighting: Interior Lighting 315
Recognizing 3ds Max Lights 315
Standard Lights 316
Target Spotlight 316
Target Direct Light 318
Free Spot or Free Direct Light 319
Omni Light 320
Lighting a Still Life 321
Exercise 13.1: Setting Up the Basic Lights for the Scene 322
Exercise 13.2: Adding Shadows 325
Exercise 13.3: Adding a Fill Light 326
Exercise 13.4: Setting Up the Fill Light Attenuation 328
Selecting a Shadow Type 330
Atmospherics and Effects 332
Exercise 13.5: Creating a Volume Light 332
Volume Light Parameters 337
The Light Lister 338
Now You Know 339
Chapter 14 3ds Max Rendering 341
Navigating the Render Setup Dialog 341
Common Tab 342
Choosing a Filename 343
Rendered Frame Window 344
Render Processing 344
Assign Renderer 345
Rendering a Scene 346
Exercise 14.1: Rendering the Bouncing Ball 346
Working with Cameras 348
Exercise 14.2: Creating a Camera 350
Exercise 14.3: Animating a Camera 352
Exercise 14.4: Clarifying Safe Frames 354
Raytraced Reflections and Refractions 356
Exercise 14.5: Creating Reflections with Raytrace Material 357
Exercise 14.6: Raytrace Mapping 359
Exercise 14.7: Using the Raytrace Material to Create Refractions 360
Exercise 14.8: Using Raytrace Mapping to Create Refractions 363
Rendering the Interior and Furniture 365
Exercise 14.9: Adding Raytraced Reflections 365
Exercise 14.10: Outputting the Render 367
Now You Know 368
Chapter 15 mental ray 369
Navigating the mental ray Renderer 369
Exercise 15.1: Enabling the mental ray Renderer 369
mental ray Sampling Quality 370
Navigating the Final Gather Parameters 372
Basic Group 373
Advanced Group 374
The mental ray Rendered Frame Window 375
Navigating mental ray Materials 376
Exercise 15.2: Setting Up the Material Editor 376
Exercise 15.3: Using Arch & Design Material Templates 377
Exercise 15.4: Creating Arch & Design Materials 381
Exercise 15.5: Using the Multi/Sub-Object Material and Arch & Design 383
Using Photometric Lights with mental ray 385
Exercise 15.6: Using Photometric Lights in mental ray Renderings 385
Using the Daylight System 391
Exercise 15.7: Using the Daylight System in mental ray Renderings 391
Now You Know 396
Appendix Autodesk 3ds Max Certification 397
Index 401