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3Ds Max 2009 Bible
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Author:
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Subject:
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Published by:John Wiley & Sons Inc (US)
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Published:25/07/2008
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Price:$74.99
- < Buy this book >
3ds Max 2009 Bible covers both 3ds Max 2009 and 3ds Max 2009 Design and covers:
- Navigating the viewports with the ViewCube, SteeringWheels, and other ways.
- Creating realistic materials with new ProMaterials.
- Using Spline Mapping to improve texture mapping over irregular shaped objects.
- Blending multiple texture maps together with the new Composite Map.
- Creating architectural walkthroughs with the Walkthrough Assistant.
Biography
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.
Table of Contents
Acknowledgments.
Part I: Getting Started with 3ds Max.
Quick Start: Firing a Cannonball.
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: Introducing Modifiers and Using the Modifier Stack.
Chapter 12: Drawing and Editing 2D Splines and Shapes.
Chapter 13: Modeling with Polygons.
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 and Fur, and Using Cloth.
Part VII: Advanced Materials.
Chapter 29: Using 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.
Chapter 39: Animating Hair and Cloth.
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 200.
Appendix B: What’s on the DVD.
Index.
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