3ds Max 2011 Bible
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  • Wiley

More About This Title 3ds Max 2011 Bible

English

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 ten previous editions of this book, 3ds Max Bible. Other major accomplishments include Google SketchUp Bible, Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, The Official Guide to Anime Studio, Poser 6, 7, and 8 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 five 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 currently works as a production manager for an upcoming game company.

English

Preface xxxix

Acknowledgments xlv

Part I: Getting Started with 3ds Max 1

Quick Start: Animating a Walking Dinosaur 3

Chapter 1: Exploring the Max Interface 15

Chapter 2: Controlling and Configuring the Viewports 39

Chapter 3: Working with Files, Importing, and Exporting 77

Chapter 4: Customizing the Max Interface and Setting Preferences 105

Part II: Working with Objects 135

Chapter 5: Creating and Editing Primitive Objects 137

Chapter 6: Selecting Objects and Setting Object Properties 167

Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping 197

Chapter 8: Cloning Objects and Creating Object Arrays 227

Chapter 9: Grouping, Linking, and Parenting Objects 249

Part III: Modeling Basics 259

Chapter 10: Accessing Subobjects and Using Modeling Helpers 261

Chapter 11: Introducing Modifiers and Using the Modifier Stack 275

Chapter 12: Drawing and Editing 2D Splines and Shapes 307

Chapter 13: Modeling with Polygons and Patches 349

Chapter 14: Using the Graphite Modeling Tools and Painting with Objects 399

Part IV: Materials, Cameras, and Lighting Basics 435

Chapter 15: Using the Slate Material Editor 437

Chapter 16: Creating and Applying Standard Materials 453

Chapter 17: Adding Material Details with Maps 467

Chapter 18: Creating Compound Materials and Using Material Modifiers 507

Chapter 19: Configuring and Aiming Cameras 521

Chapter 20: Using Lights and Basic Lighting Techniques 537

Part V: Animation and Rendering Basics 567

Chapter 21: Understanding Animation and Keyframes 569

Chapter 22: Animating with Constraints and Simple Controllers 593

Chapter 23: Rendering a Scene and Enabling Quicksilver 613

Part VI: Advanced Modeling 635

Chapter 24: Building Complex Scenes with Containers and XRefs and Using Asset Tracking 637

Chapter 25: Working with the Schematic View 655

Chapter 26: Deforming Surfaces and Using the Mesh Modifiers 675

Chapter 27: Working with Compound Objects 695

Chapter 28: Working with Solids and Body Objects 733

Chapter 29: Adding and Styling Hair and Fur, and Using Cloth 741

Part VII: Advanced Materials 759

Chapter 30: Using Specialized Material Types 761

Chapter 31: Painting in the Viewport Canvas and Rendering Surface Maps 773

Chapter 32: Unwrapping UVs and Mapping Textures 789

Chapter 33: Creating Baked Textures and Normal Maps 815

Part VIII: Advanced Animation Techniques 827

Chapter 34: Using Animation Layers, Modifiers, and Complex Controllers 829

Chapter 35: Animating with the Expression Controller and Wiring Parameters 863

Chapter 36: Working with Function Curves in the Track View 881

Part IX: Working with Characters 919

Chapter 37: Understanding Rigging and Working with Bones 921

Chapter 38: Working with Inverse Kinematics 929

Chapter 39: Animating with CAT and Creating Crowds 947

Chapter 40: Skinning Characters 973

Part X: Dynamic Animation 991

Chapter 41: Creating Particles and Particle Flow 993

Chapter 42: Using Space Warps 1023

Chapter 43: Simulating Physics-Based Motion with reactor 1045

Chapter 44: Animating Hair and Cloth 1067

Part XI: Advanced Lighting and Rendering 1075

Chapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity 1077

Chapter 46: Using Atmospheric and Render Effects 1095

Chapter 47: Rendering with mental ray 1127

Chapter 48: Batch and Network Rendering 1141

Part XII: MAXScript and Plug-Ins 1157

Chapter 49: Automating with MAXScript 1159

Chapter 50: Expanding Max with Third-Party Plug-Ins 1195

Appendix A: What’s New with 3ds Max 2011 1203

Appendix B: What’s on the DVD 1207

Index 1211

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