Introducing Autodesk 3ds max 2011 : Autodesk official training guide / Randi Derakhshani and Darius Derakhshsani

By: Derakhshani, Randi L [author]Contributor(s): Derakhshani, Darius [co-author]Material type: TextTextPublication details: Indianapolis, Ind. : Wiley Publication, c2010Description: xix, 636 pages : illustrations (some color) ; 24 cmISBN: 9780470916155Subject(s): THREE-DIMENSIONAL DISPLAY SYSTEMS | 3DS MAX (COMPUTER FILE) | COMPUTER ANIMATION | COMPUTER GRAPHICSLOC classification: TR 897.7 .D47i 2010
Contents:
Chapter 1: Basic Concepts; How to Read This Book; What Is CGI?; Production Workflow; CG Workflow; CG Specialties; Fundamental Concepts; Coordinate Systems; Animation Fundamentals; 3ds Max Fundamental Terms and Concepts; Summary -- Chapter 2: Your First 3ds Max Project; Getting Around in 3ds Max; Project and File-Management Workflow; The 3ds Max Interface; Jumping Headlong into Production; Summary -- Chapter 3: The 3ds Max Interface; What Am I Looking At?; Screen Layout Command Panels Controls at the Bottom of the UI; The Viewports; Managing Scene Objects; Scene Explorer; The Quad Menu and the Caddy Interface; Summary -- Chapter 4: Modeling in 3ds Max: Part I; Planning Your Model; Modeling Concepts; Modifiers and the Modifier Stack; Look at the Mesh You Got Us Into!; Editable Poly Tools; Modeling a Chest of Drawers; Summary -- Chapter 5: Modeling in 3ds Max: Part II; Building the Red Rocket; Summary -- Chapter 6: Character Poly Modeling; Setting Up the Scene; Creating the Soldier; Summary -- Chapter 7: Materials and Mapping; Materials; The Material Editor Mapping a Pool Ball Mapping, Just a Little Bit More; Exploring the Various Map Types; Using Opacity Maps; Mapping the Rocket; Mapping the Soldier; Summary -- Chapter 8: Introduction to Animation; The Mobile Redux: Setting Up Hierarchies; Ready, Set, Animate!; Animating the Rest of the Mobile; Using Dummy Objects; The Bouncing Ball; Using the Track View-Curve Editor; Track View; Anticipation and Momentum in Knife Throwing; Summary -- Chapter 9: Character Studio and IK Animation; Character Animation; Character Studio Workflow; Creating a Biped; Animating a Biped Associating a Biped with the Soldier Model Using Inverse Kinematics; Summary -- Chapter 10: 3ds Max Lighting; Basic Lighting Concepts; Three-Point Lighting; 3ds Max Lights; Common Light Parameters; Ambient Light; Lighting the Red Rocket; Atmospheres and Effects; Light Lister; Summary -- Chapter 11: 3ds Max Rendering; Rendering Setup; Motion Blur; Previewing with Active Shade; Cameras; Safe Frame; Render Elements; Rendering Effects; Raytraced Reflections and Refractions; Bringing It All Together: Rendering the Rocket; mental ray Renderer; Final Gather with mental ray; Summary -- Chapter 12: Particles and Dynamics Understanding Particle Systems; Setting Up a Particle System; Particle Systems and Space Warps; Using Rigid Body Dynamics; Using Soft Body Dynamics; Summary; So Long, and Thanks for All the Fish.
Summary: An Autodesk Official Training Guide to 3ds Max 2011 3ds Max is a popular 3D animation-and-effects software used in movies, visual effects, games, cartoons, short films, commercials, and other animation. However, it also presents a number of challenges to newcomers.
Item type: Books
Tags from this library: No tags from this library for this title. Log in to add tags.
    Average rating: 0.0 (0 votes)
Item type Current library Home library Collection Shelving location Call number Copy number Status Date due Barcode
Books Books LRC - Main
National University - Manila
CCIT General Circulation GC TR 897.7 .D47i 2010 (Browse shelf (Opens below)) c.1 Available NULIB000007859

Includes index.

Chapter 1: Basic Concepts; How to Read This Book; What Is CGI?; Production Workflow; CG Workflow; CG Specialties; Fundamental Concepts; Coordinate Systems; Animation Fundamentals; 3ds Max Fundamental Terms and Concepts; Summary --
Chapter 2: Your First 3ds Max Project; Getting Around in 3ds Max; Project and File-Management Workflow; The 3ds Max Interface; Jumping Headlong into Production; Summary --
Chapter 3: The 3ds Max Interface; What Am I Looking At?; Screen Layout Command Panels Controls at the Bottom of the UI; The Viewports; Managing Scene Objects; Scene Explorer; The Quad Menu and the Caddy Interface; Summary --
Chapter 4: Modeling in 3ds Max: Part I; Planning Your Model; Modeling Concepts; Modifiers and the Modifier Stack; Look at the Mesh You Got Us Into!; Editable Poly Tools; Modeling a Chest of Drawers; Summary --
Chapter 5: Modeling in 3ds Max: Part II; Building the Red Rocket; Summary --
Chapter 6: Character Poly Modeling; Setting Up the Scene; Creating the Soldier; Summary --
Chapter 7: Materials and Mapping; Materials; The Material Editor Mapping a Pool Ball Mapping, Just a Little Bit More; Exploring the Various Map Types; Using Opacity Maps; Mapping the Rocket; Mapping the Soldier; Summary --
Chapter 8: Introduction to Animation; The Mobile Redux: Setting Up Hierarchies; Ready, Set, Animate!; Animating the Rest of the Mobile; Using Dummy Objects; The Bouncing Ball; Using the Track View-Curve Editor; Track View; Anticipation and Momentum in Knife Throwing; Summary --
Chapter 9: Character Studio and IK Animation; Character Animation; Character Studio Workflow; Creating a Biped; Animating a Biped Associating a Biped with the Soldier Model Using Inverse Kinematics; Summary --
Chapter 10: 3ds Max Lighting; Basic Lighting Concepts; Three-Point Lighting; 3ds Max Lights; Common Light Parameters; Ambient Light; Lighting the Red Rocket; Atmospheres and Effects; Light Lister; Summary --
Chapter 11: 3ds Max Rendering; Rendering Setup; Motion Blur; Previewing with Active Shade; Cameras; Safe Frame; Render Elements; Rendering Effects; Raytraced Reflections and Refractions; Bringing It All Together: Rendering the Rocket; mental ray Renderer; Final Gather with mental ray; Summary --
Chapter 12: Particles and Dynamics Understanding Particle Systems; Setting Up a Particle System; Particle Systems and Space Warps; Using Rigid Body Dynamics; Using Soft Body Dynamics; Summary; So Long, and Thanks for All the Fish.

An Autodesk Official Training Guide to 3ds Max 2011 3ds Max is a popular 3D animation-and-effects software used in movies, visual effects, games, cartoons, short films, commercials, and other animation. However, it also presents a number of challenges to newcomers.

There are no comments on this title.

to post a comment.

© 2021 NU LRC. All rights reserved.Privacy Policy I Powered by: KOHA