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Great guide to the fundamentals of Autodesk 3ds Max 2014 This Autodesk Official Press guide is just what you need to learn the basics of Autodesk 3ds Max 2014 quickly and easily. Through a series of cool projects like designing an alarm clock, animating a thrown knife, or lighting a scene, you'll learn the essentials of modeling, rigging, animating, and rendering using the popular Autodesk 3ds Max 3D animation and effects software. It's a practical, hands-on approach allowing you to constantly reinforcing skills as you learn them. Downloadable before-and-after project files let you to compare your work to that of 3ds Max professionals. Even if you already have experience with 3ds Max, this book is a great reference for renewing your skills. And, it will help all users review and prepare for the Autodesk 3ds Max 2014 certification exams. * Helps beginners and those migrating from other 3D animation and effects programs get up and running on Autodesk 3ds Max 2014 * Features a realistic, task-based approach, so readers learn via a series of hands-on projects using downloadable files, all backed with ample instruction, explanation, and illustration * Covers modeling, rigging, animating, rendering, skinning, architectural visualization, and more * Written by Autodesk Authorized Authors and is an Autodesk Official Press book Get firsthand experience with 3ds Max, as well as a good start on preparing for the Autodesk 3ds Max 2014 Certified Professional exam, with Autodesk 3ds Max 2014 Essentials.
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Seitenzahl: 455
Veröffentlichungsjahr: 2013
Cover
Title
Series
Copyright
Reader’s Page
Dedication
Acknowledgments
About the Authors
Introduction
Who Should Read This Book
What Is Covered in This Book
The Essentials Series
CHAPTER 1: The 3ds Max Interface
The Workspace
Transforming Objects Using Gizmos
Graphite Modeling Tools Set
Command Panel
Time Slider and Track Bar
File Management
CHAPTER 2: Your First 3ds Max Project
Setting Up a Project Workflow
Time to Model a Clock!
In Splines We Trust
Bringing It All Together
CHAPTER 3: Modeling in 3ds Max: Architectural Model Part I
Units Setup
Importing a CAD Drawing
Creating the Walls
Creating the Doors
Creating the Window
Adding a Floor and Ceiling
CHAPTER 4: Modeling in 3ds Max: Architectural Model Part II
Modeling the Couch
Modeling the Lounge Chair
CHAPTER 5: Introduction to Animation
Animating the Ball
Refining the Animation
CHAPTER 6: Animation Principles
Anticipation and Momentum in Knife Throwing
CHAPTER 7: Character Poly Modeling: Part I
Setting Up the Scene
Beginning the Soldier Model
CHAPTER 8: Character Poly Modeling: Part II
Completing the Main Body
Creating the Accessories
Putting on the Boots
Creating the Hands
CHAPTER 9: Character Poly Modeling: Part III
Creating the Head
Merging and Attaching the Head's Accessories
CHAPTER 10: Introduction to Materials: Interiors and Furniture
The Slate Material Editor
Material Types
mental ray Material Types
Shaders
Mapping the Couch and Chair
Mapping the Window and Doors
CHAPTER 11: Textures and UV Workflow: The Soldier
UV Unwrapping
Seaming the Rest of the Body
Applying the Color Map
Applying the Bump Map
Applying the Specular Map
CHAPTER 12: Character Studio: Rigging
Character Studio Workflow
Associating a Biped with the Soldier Model
CHAPTER 13: Character Studio: Animation
Animating the Soldier
CHAPTER 14: Introduction to Lighting: Interior Lighting
Three-Point Lighting
3ds Max Lights
Lighting a Still Life in the Interior Space
Selecting a Shadow Type
Atmospheres and Effects
Light Lister
CHAPTER 15: 3ds Max Rendering
Rendering Setup
Cameras
Safe Frames
Raytraced Reflections and Refractions
Rendering the Interior and Furniture
CHAPTER 16: mental ray
mental ray Renderer
Final Gather with mental ray
mental ray Materials
APPENDIX: Autodesk® 3ds Max® Certification
CHAPTER 1: The 3ds Max Interface
TABLE 1.1 The 3ds Max interface elements*
TABLE 1.2 Viewport shortcuts
TABLE 1.3 Command panel functions
APPENDIX: Autodesk® 3ds Max® Certification
TABLE A.1 3ds Max 2014 exam objectives
CHAPTER 1: The 3ds Max Interface
FIGURE 1.1 The 3ds Max interface elements
FIGURE 1.2 Viewport Layout tab bar
FIGURE 1.3 Viewport label menus showing the General Viewport, Point-of-View, and Shading Viewport menus.
FIGURE 1.4 ViewCube navigation tool
FIGURE 1.5 Breakdown of the three mouse buttons
FIGURE 1.6 Quad menus
FIGURE 1.7 Viewport rendering options with the default Nitrous driver modes
FIGURE 1.8 Viewport navigation controls are handy, but the key/mouse combinations are much faster to use for navigation in viewports.
FIGURE 1.9 Gizmos for the transform tools
FIGURE 1.10 The Modeling tab found in the ribbon
FIGURE 1.11 The Minimum/Maximum toggle for the Graphite Modeling Tools set
FIGURE 1.12 The modifier stack in the Modify panel
FIGURE 1.13 Choosing Set Project Folder
CHAPTER 2: Your First 3ds Max Project
FIGURE 2.1 The clock to be modeled
FIGURE 2.2 Position Type-in in the Plane Keyboard Entry rollout
FIGURE 2.3 Shading viewport label menu
FIGURE 2.4 The image planes with the clock images applied
FIGURE 2.5 Converting the cylinder to an editable poly
FIGURE 2.6 Select the back polygon of the cylinder; it is shaded red when selected.
FIGURE 2.7 Using the SwiftLoop tool, place three loops as shown.
FIGURE 2.8 Edges are scaled to match the image plane.
FIGURE 2.9 Bevel Settings will bring up the caddy for parameter input.
FIGURE 2.10 Clock body progress
FIGURE 2.11 Select the edge shown in this image.
FIGURE 2.12 Move the edges back.
FIGURE 2.13 Select and loop the edge to prepare for chamfer.
FIGURE 2.14 The chamfer performed on a looped edge
FIGURE 2.15 Select these two edges.
FIGURE 2.16 Chamfer result for the clock body’s edge and lip.
FIGURE 2.17 Add an edge loop with SwiftLoop.
FIGURE 2.18 The two edge loops chamfered
FIGURE 2.19 The clock handle
FIGURE 2.20 The intended cross section for the clock handle
FIGURE 2.21 The three sub-objects of the Line command, select Vertex.
FIGURE 2.22 Use the quad menu to modify the vertex type.
FIGURE 2.23 The line for the handle with all but the first and last vertices adjusted
FIGURE 2.24 Rendering enabled on the clock handle line, set to Radial
FIGURE 2.25 On the Selection Region flyout, choose the Fence Selection Region.
FIGURE 2.26 Use the Fence Selection Region to draw a selection around the desired vertices.
FIGURE 2.27 The finished handle
FIGURE 2.28 The bell’s profile line with the vertices numbered according to their creation order
FIGURE 2.29 Choose the lathe modifier from the Modifier List.
FIGURE 2.30 The bell with the lathe center in the correct place
FIGURE 2.31 The image of the bell showing the three pieces to be created
FIGURE 2.32 The parameters for the three objects to be created
FIGURE 2.33 Select the Group icon, and then name the group Bell.
FIGURE 2.34 Text shape parameters
FIGURE 2.35 Bevel Values rollout showing all of the shape parameters for the number 12
FIGURE 2.36 Parameters for the bevel
FIGURE 2.37 Use Refine to add two vertices to the right and left sides of the rectangle.
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!
Lesen Sie weiter in der vollständigen Ausgabe!