Autodesk 3ds Max 2016 Essentials - Dariush Derakhshani - E-Book

Autodesk 3ds Max 2016 Essentials E-Book

Dariush Derakhshani

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Beschreibung

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.

  • Model your character with polygons, meshes, and more
  • Add motion with simple and complex animations
  • Add color and textures to visualize materials and surfaces
  • Render interior scenes with great lighting and camera placement

If you want to learn 3ds Max quickly and painlessly, Autodesk 3ds Max 2016 Essentials helps you start animating today.

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Veröffentlichungsjahr: 2015

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Table of Contents

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

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Guide

Cover

Table of Contents

Introduction

Begin Reading

List of Illustrations

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!