书籍详情
3ds Max9宝典
作者:Kelly L. Murdock 著
出版社:John Wiley & Sons
出版时间:2006-12-01
ISBN:9780470100899
定价:¥452.00
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内容简介
"An excellent book for beginners as well as advanced 3ds Max users. A valuable reference that covers everything you'd want to know.":Andre Surya, Award-winning Digital ArtistA favorite of 3ds Max artists from beginners to pros!Why is 3ds Max Bible a perennial bestselling favorite? Because whether you're a beginner looking for a tutorial to get you up to speed your first day or an expert needing a reference to Max's advanced features, it's all here. Loaded with advice, professional tips, and more than 150 step-by-step lessons, this is the most comprehensive reference-tutorial on 3ds Max on the market, and the one you'll turn to again and again.* Organize and blend sequences with the new Animation Layers feature* Explore Sun and Sky, Car Paint, and other new mental ray shaders* Combine and divide objects with ProBoolean and ProCutter* Create more accurate dynamic animations with updated reactor tools* Add greater realism with enhanced and integrated hair and fur tools* Reference objects, materials, and controllers with XRefAnimate a dancing cartoon mooseIsolate mapping surfaces with the Quick Planar map buttonAdd realistic motion to your model's hairstyleWhat's on the DVD?You'll find before-and-after example files for every tutorial in the book. The DVD also includes:* Models and textures to customize for your own designs* Rendered AVI files of animations used in the tutorials* All the Max files for every tutorial* Adobe tryout versions of After Effects(r), Photoshop(r) CS2, Illustrator(r) CS2, and Premiere ProSystem Requirements: See the DVD appendix for details and complete system requirements.
作者简介
Kelly Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work. His book credits include various 3D, graphics, multimedia, and Web titles, including six previous editions of this book, 3ds Max B
目录
Preface
Acknowledgments
Part I: Learning the Max Interface
Quick Start: Animating a Dancing Cartoon Moose
Chapter 1: Exploring the Max Interface
Chapter 2: Controlling and Configuring the Viewports
Chapter 3: Working with Files and XRefs
Chapter 4: Using Vault and the Asset Tracking System
Chapter 5: Customizing the Max Interface and Setting Preferences
Part II: Working with Objects
Chapter 6: Creating and Editing Primitive Objects
Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers
Chapter 8: Transforming Objects — Translate, Rotate, and Scale
Chapter 9: Cloning Objects and Creating Object Arrays
Chapter 10: Grouping and Linking Objects
Chapter 11: Working with the Schematic View
Chapter 12: Introducing Modifiers and Using the Modifier Stack
Part III: Modeling
Chapter 13: Learning Modeling Basics and Working with Subobjects
Chapter 14: Drawing and Editing 2D Splines and Shapes
Chapter 15: Modeling with Polygons
Chapter 16: Deforming Surfaces and Using the Mesh Modifiers
Chapter 17: Modeling with Patches and NURBS
Chapter 18: Working with Compound Objects
Chapter 19: Adding and Styling Hair, Fur, and Cloth
Part IV: Materials and Maps
Chapter 20: Exploring the Material Editor
Chapter 21: Creating and Applying Simple Materials
Chapter 22: Creating Advanced Multi-Layer Materials
Chapter 23: Adding Material Details with Maps
Chapter 24: Unwrapping UVs and Pelt Mapping
Chapter 25: Creating Baked Textures and Normal Maps
Part V: Cameras and Lighting
Chapter 26: Configuring Cameras
Chapter 27: Using Lights and Basic Lighting Techniques
Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity
Part VI: Animation
Chapter 29: Understanding Animation and Keyframe Basics
Chapter 30: Using Animation Layers
Chapter 31: Using Animation Modifiers and Wiring Parameters
Chapter 32: Animating with Constraints and Controllers
Chapter 33: Working with Function Curves in the Track View
Chapter 34: Combining Animations in the Motion Mixer
Part VII: Dynamic Animation
Chapter 35: Creating Particles and Particle Flow
Chapter 36: Using Space Warps
Chapter 37: Simulating Physics-Based Motion with reactor
Chapter 38: Animating Hair and Cloth
Part VIII: Characters
Chapter 39: Understanding Rigging and Working with Bones
Chapter 40: Adding Inverse Kinematics
Chapter 41: Skinning Characters
Chapter 42: Creating and Animating Bipeds
Part IX: Rendering
Chapter 43: Learning Rendering Basics
Chapter 44: Using Atmospheric and Render Effects
Chapter 45: Raytracing and mental ray
Chapter 46: Batch and Network Rendering
Part X: Post Processing
Chapter 47: Compositing and Render Elements
Chapter 48: Using the Video Post Interface
Part XI: MAXScript and Plug-Ins
Chapter 49: Automating with MAXScript
Chapter 50: Expanding Max with Third-Party Plug-Ins
Appendix A: What’s New with Max 9
Appendix B: Installing and Configuring 3ds Max 9
Appendix C: Max Keyboard Shortcuts
Appendix D: What’s on the DVD
Index
Acknowledgments
Part I: Learning the Max Interface
Quick Start: Animating a Dancing Cartoon Moose
Chapter 1: Exploring the Max Interface
Chapter 2: Controlling and Configuring the Viewports
Chapter 3: Working with Files and XRefs
Chapter 4: Using Vault and the Asset Tracking System
Chapter 5: Customizing the Max Interface and Setting Preferences
Part II: Working with Objects
Chapter 6: Creating and Editing Primitive Objects
Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers
Chapter 8: Transforming Objects — Translate, Rotate, and Scale
Chapter 9: Cloning Objects and Creating Object Arrays
Chapter 10: Grouping and Linking Objects
Chapter 11: Working with the Schematic View
Chapter 12: Introducing Modifiers and Using the Modifier Stack
Part III: Modeling
Chapter 13: Learning Modeling Basics and Working with Subobjects
Chapter 14: Drawing and Editing 2D Splines and Shapes
Chapter 15: Modeling with Polygons
Chapter 16: Deforming Surfaces and Using the Mesh Modifiers
Chapter 17: Modeling with Patches and NURBS
Chapter 18: Working with Compound Objects
Chapter 19: Adding and Styling Hair, Fur, and Cloth
Part IV: Materials and Maps
Chapter 20: Exploring the Material Editor
Chapter 21: Creating and Applying Simple Materials
Chapter 22: Creating Advanced Multi-Layer Materials
Chapter 23: Adding Material Details with Maps
Chapter 24: Unwrapping UVs and Pelt Mapping
Chapter 25: Creating Baked Textures and Normal Maps
Part V: Cameras and Lighting
Chapter 26: Configuring Cameras
Chapter 27: Using Lights and Basic Lighting Techniques
Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity
Part VI: Animation
Chapter 29: Understanding Animation and Keyframe Basics
Chapter 30: Using Animation Layers
Chapter 31: Using Animation Modifiers and Wiring Parameters
Chapter 32: Animating with Constraints and Controllers
Chapter 33: Working with Function Curves in the Track View
Chapter 34: Combining Animations in the Motion Mixer
Part VII: Dynamic Animation
Chapter 35: Creating Particles and Particle Flow
Chapter 36: Using Space Warps
Chapter 37: Simulating Physics-Based Motion with reactor
Chapter 38: Animating Hair and Cloth
Part VIII: Characters
Chapter 39: Understanding Rigging and Working with Bones
Chapter 40: Adding Inverse Kinematics
Chapter 41: Skinning Characters
Chapter 42: Creating and Animating Bipeds
Part IX: Rendering
Chapter 43: Learning Rendering Basics
Chapter 44: Using Atmospheric and Render Effects
Chapter 45: Raytracing and mental ray
Chapter 46: Batch and Network Rendering
Part X: Post Processing
Chapter 47: Compositing and Render Elements
Chapter 48: Using the Video Post Interface
Part XI: MAXScript and Plug-Ins
Chapter 49: Automating with MAXScript
Chapter 50: Expanding Max with Third-Party Plug-Ins
Appendix A: What’s New with Max 9
Appendix B: Installing and Configuring 3ds Max 9
Appendix C: Max Keyboard Shortcuts
Appendix D: What’s on the DVD
Index
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