32,99 €
Start animating right away with this tutorial-based guide to Autodesk 3ds Max 2016
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.
If you want to learn 3ds Max quickly and painlessly, Autodesk 3ds Max 2016 Essentials helps you start animating today.
Das E-Book können Sie in Legimi-Apps oder einer beliebigen App lesen, die das folgende Format unterstützen:
Veröffentlichungsjahr: 2015
Title Page
Copyright
Acknowledgments
Writing on the HP Elitebook
About the Authors
Introduction
Who Should Read This Book
What Is Covered in This Book
The Essentials Series
Chapter 1: The 3ds Max Interface
Navigating 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
The Secret to Accurate Modeling: Reference Material!
Building a Simple Model
Creating Details Using Splines
Lathing, Extruding, and Beveling to Create 3D from 2D
Bringing It All Together
Chapter 3: Modeling in 3ds Max: Architectural Model Part I
Setting Up the Scene
Building the Room
Adding Special Details to the Room
Chapter 4: Modeling in 3ds Max: Architectural Model Part II
Modeling the Couch
Modeling the Lounge Chair
Bringing It All Together
Chapter 5: Introduction to Animation
Animating the Ball
Reading Animation Curves
Refining the Animation
Chapter 6: Animation Principles
Anticipation and Momentum in Knife Throwing
Chapter 7: Character Modeling Part I
Setting Up the Scene
Blocking Out the Alien Model
Chapter 8: Character Modeling Part II
Creating the Alien Head
Building the Alien Hand
Building the Foot
Completing the Alien
Chapter 9: Introduction to Materials
Navigating the Slate Material Editor
Identifying the Standard Material
Identifying the mental ray Material
Identifying Shaders
Building Materials for the Couch
Building Materials for the Lounge Chair
Building Materials for the Window
Chapter 10: Textures and UV Workflow: The Alien
Defining UVs on the Alien's Body
Unwrapping UVs on the Alien's Body
Building and Applying Material to the Alien
Chapter 11: Character Studio: Rigging
Character Studio Workflow
Associating a Biped with the Alien Model
Skinning the Alien Model
Chapter 12: Character Studio: Animation
Animating the Alien
Freeform Animation
Modifying Animation in the Dope Sheet
Chapter 13: Introduction to Lighting: Interior Lighting
Recognizing 3ds Max Lights
Lighting a Still Life
Atmospherics and Effects
The Light Lister
Chapter 14: 3ds Max Rendering
Navigating the Render Setup Dialog
Rendering a Scene
Working with Cameras
Raytraced Reflections and Refractions
Rendering the Interior and Furniture
Chapter 15: mental ray
Navigating the mental ray Renderer
Navigating the Final Gather Parameters
Navigating mental ray Materials
Using Photometric Lights with mental ray
Using the Daylight System
Appendix: Autodesk 3ds Max Certification
End User License Agreement
v
vii
viii
ix
xxi
xxii
xxiii
xxiv
xxv
397
398
399
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
Cover
Table of Contents
Introduction
Begin Reading
Chapter 1: The 3ds Max Interface
Figure 1.1 The 3ds Max interface elements
Figure 1.2 Viewport label menus showing the General Viewport, Point-of-View, and Shading Viewport menus
Figure 1.3 The ViewCube navigation tool
Figure 1.4 Breakdown of the three mouse buttons
Figure 1.5 Quad menus
Figure 1.6 Viewport rendering options with the default Nitrous driver modes
Figure 1.7 Viewport navigation controls are handy, but the key/mouse combinations are much faster to use for navigation in viewports.
Figure 1.8 Gizmos for the transform tools
Figure 1.9 The Modeling tab found in the ribbon
Figure 1.10 The Minimum/Maximum toggle for the Graphite Modeling Tools set
Figure 1.11 The modifier stack in the Modify panel
Figure 1.12 Choosing Set Project Folder
Chapter 2: Your First 3ds Max Project
Figure 2.1 The clock to be modeled
Figure 2.2 Position, Length, and Width type-in boxes 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 Swift Loop tool, place a loop 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 three edges.
Figure 2.16 Chamfer result for the clock body's edge and lip
Figure 2.17 Select the edge.
Figure 2.18 The edge loop is selected (left image), and then the edge is chamfered (right image).
Figure 2.19 The clock handle
Figure 2.20 The intended path for the clock handle
Figure 2.21 From the three sub-objects of the Line command, select Vertex.
Figure 2.22 Use the quad menu to modify the vertex type.
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!