Format : CHM
ISBN:0764516760
Introduction
Welcome to the world of virtual 3D design and animation, as crafted and presented in 3ds max — no less than the world’s largest-selling 3D application. 3ds max (insert the trumpet fanfare here) is used all over the world by thousands of designers to develop 3D interactive games and realistic 3D effects for movies and television, and to create astounding 3D content for display on the Web. Purchasing and working through this book will give you an enhanced introduction to 3D design and animation in general — and some hands-on experience with 3ds max itself — to bring your 3D ideas to life.
About This Book
For folks unfamiliar with the way 3D software works, using 3ds max can be a daunting task. Just hefting the weighty documentation that comes with the software can be frightening. The documentation is thorough and detailed enough, but it’s not quite as welcoming as your grandmother waiting at the door with fresh baked cookies to soothe your fears. When you first open the software on the screen, you may get another shock. The complexity looks overwhelming to many beginners, so much so that it may cause you to stare at the 3ds max interface in a wide-eyed slack-jawed fashion. This book, on the other hand, is designed so that your introduction to 3ds max will be as warm and fuzzy as possible, while at the same time presenting all the information you need to know in order to dive into the realm of your own 3D visions.
Table Of Contents:
Introduction
Part I - First Things First
Chapter 1 - Reading the Roadmap
Chapter 2 - Customizing Your Workspace
Part II - All About max Models
Chapter 3 - Polygons, Properties, and Transformations
Chapter 4 - Model Movers and Shakers
Chapter 5 - 2D Shapes in Flatland
Chapter 6 - Compound Interest
Part III - Applying Modifier Alchemy
Chapter 7 - Working with Modifiers
Chapter 8 - Creating Duplicated Objects
Chapter 9 - Making Mirrored Objects
Chapter 10 - 3D from 2D
Chapter 11 - Getting Hitched: Grouping Objects
Chapter 12 - Vital Modifier Magic
Chapter 13 - Modifying Sub-Objects
Chapter 14 - Invasion of the NURBS
Part IV - Trees of Fur and Fish of Wood
Chapter 15 - Living in the Material World
Chapter 16 - Using Composite Textures
Chapter 17 - Backdrops and Backgrounds
Part V - Lights, Cameras, Action!
Chapter 18 - Lights
Chapter 19 - Cameras
Part VI - Animation at Its Best
Chapter 20 - Making Friends with the Timeline
Chapter 21 - Path Animations
Chapter 22 - Materials That Won’t Stand Still
Part VII - f/x Are Us
Chapter 23 - Particle Physics
Chapter 24 - Traveling Through Space Warps
Part VIII - Pictures Perfect
Chapter 25 - Rendering Images
Chapter 26 - Rendering Animations
Part IX - The Part of Tens
Chapter 27 - Ten Tips for Maximizing Your 3ds max Sessions
Chapter 28 - Ten or So Great Plug-ins
Index
List of Sidebars
List of Figures
About the Author :
Shamms Mortier, PhD, has been involved in computer graphics and animation since its inception in the 1980s. Beginning as a traditional pen and ink illustrator and animator, he entered the realm of 3D modeling and animation beginning with 3ds max version 1. He has maintained a working relationship with 3ds max through its various incarnations, developing graphics and animation for government, academic, and professional broadcast clients through his studio in Bristol, Vermont, Eyeful Tower Communications and Earful Tower Productions (a soundtrack and audio FX production facility). He has authored more than 25 books on computer graphics and animation topics for the world market and teaches various classes on media and creative pursuits at colleges in his area.
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