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3ds Max9宝典

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
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