Cover image for Autodesk 3ds Max 2014 Bible.
Autodesk 3ds Max 2014 Bible.
Title:
Autodesk 3ds Max 2014 Bible.
Author:
Murdock, Kelly L.
ISBN:
9781118755082
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (1410 pages)
Series:
Bible Ser.
Contents:
About the Author -- Acknowledgments -- Contents at a Glance -- Contents -- Preface -- The Growth of 3ds Max? -- About This Book -- Part I: Getting Started with Autodesk 3ds Max 2014 -- Quick Start: Adding a Crowd to the City Center -- Planning the Production -- Setting Up the Scene -- Adding Materials and Lights -- Adding the Crowds -- Summary -- Chapter 1: Exploring the Interface -- Learning the Interface Elements -- Using the Menus -- Using the Toolbars -- Using the Viewports -- Using the Command Panel -- Using the Lower Interface Bar Controls -- Interacting with the Interface -- Using Workspaces -- Getting Help -- Summary -- Chapter 2: Controlling and Configuring the Viewports -- Understanding 3D Space -- Using the Navigation Gizmos -- Controlling Viewports with a Scroll Wheel Mouse -- Using the Viewport Navigation Controls -- Changing the Viewport Display -- Enhancing the Viewport -- Displaying Materials, Lighting, and Shadows in the Viewport -- Working with Viewport Backgrounds -- Setting Viewport Visual Style and Appearance -- Configuring the Viewport Background -- Altering the Viewport Layout -- Using Safe Frames -- Setting Display Performance -- Defining Regions -- Viewing Statistics -- Configuring the ViewCube and SteeringWheels -- Summary -- Chapter 3: Working with Files, Importing, and Exporting -- Working with 3ds Max Scene Files -- Importing and Exporting -- Using the File Utilities -- Accessing File Information -- Summary -- Chapter 4: Setting Preferences -- Setting General Preferences -- Setting File Preferences -- Configuring Paths -- Setting Interaction Mode -- Setting Gamma and Look-Up Table (LUT) Preferences -- Setting Rendering and Radiosity Preferences -- Setting Animation Preferences -- Setting Inverse Kinematics Preferences -- Setting Gizmo Preferences -- Accessing mental ray Preferences.

Setting Global Container Preferences -- Setting Help Preferences -- Summary -- Part II: Manipulating Objects -- Chapter 5: Creating and Editing Primitive Objects -- Selecting System Units -- Creating Primitive Objects -- Exploring the Primitive Object Types -- Using Architecture Primitives -- Using Modeling Helpers -- Summary -- Chapter 6: Selecting Objects and Using Layers -- Selecting Objects -- Setting Object Properties -- Hiding and Freezing Objects -- Using Layers -- Using the Scene Explorer -- Setting Object Properties -- Setting Display Properties -- Summary -- Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping -- Translating, Rotating, and Scaling Objects -- Working with the Transformation Tools -- Using Pivot Points -- Using the Align Commands -- Using Grids -- Using Snap Options -- Summary -- Chapter 8: Cloning Objects and Creating Object Arrays -- Cloning Objects -- Understanding Cloning Options -- Mirroring Objects -- Cloning over Time -- Spacing Cloned Objects -- Using the Clone and Align Tool -- Creating Arrays of Objects -- Summary -- Chapter 9: Grouping, Linking, and Parenting Objects -- Working with Groups -- Understanding Parent, Child, and Root Relationships -- Building Links between Objects -- Displaying Links and Hierarchies -- Working with Linked Objects -- Summary -- Chapter 10: Organizing Scenes with Containers, XRefs, and the Schematic View -- Working with Containers -- Referencing External Objects -- Using the File Link Manager -- Using the Schematic View Window -- Working with Hierarchies -- Setting Schematic View Preferences -- Using List Views -- Summary -- Part III: Modeling 3D Assets -- Chapter 11: Accessing Subobjects and Modifiers and Using the Modifier Stack -- Exploring the Model Types -- Understanding Normals -- Working with Subobjects -- Introducing Modifiers -- Exploring the Modifier Stack.

Summary -- Chapter 12: Drawing and Editing 2D Splines and Shapes -- Drawing in 2D -- Editing Splines -- Summary -- Chapter 13: Modeling with Polygons -- Understanding Poly Objects -- Creating Editable Poly Objects -- Editing Poly Objects -- Summary -- Chapter 14: Using the Graphite Modeling Tools and Painting with Objects -- Working with the Graphite Modeling Tools -- Using the Freeform Tools -- Using the Selection Tools -- Using the Object Paint Tools -- Summary -- Chapter 15: Working with Compound Objects -- Understanding Compound Object Types -- Morphing Objects -- Creating a Terrain Object -- Working with BlobMesh Objects -- Working with ProBoolean and ProCutter Objects -- Summary -- Chapter 16: Deforming Surfaces and Using the Mesh Modifiers -- Using Selection Modifiers -- Using Primitive Maintenance Modifiers -- Using Spline Modifiers -- Using Edit Geometry Modifiers -- Using Parametric Deformer Modifiers -- Using Free Form Deformer Modifiers -- Miscellaneous Modifiers -- Subdivision Surface Modifiers -- The Basics of Deformation Painting -- Using the Deformation Brushes -- Setting Painter Options -- Summary -- Part IV: Applying Materials and Textures -- Chapter 17: Creating and Applying Standard Materials with the Slate Material Editor -- Understanding Material Properties -- Working with the Slate Material Editor -- Using the Standard Material -- Using Shading Types -- Accessing Other Parameters -- Using the Material/Map Browser -- Using the Material Explorer -- Summary -- Chapter 18: Adding Material Details with Maps -- Understanding Maps -- Working with Maps -- Exploring the Various Map Types -- Creating Textures with External Tools -- Summary -- Chapter 19: Using Specialized Material Types -- Using the Ink 'n Paint Material -- Using Architectural Materials -- Using the DirectX and MetaSL Shader Material.

Selecting and Applying Substance Textures -- Randomizing Substance Textures -- Tutorial: Applying Substance Textures to a Scene -- Summary -- Chapter 20: Creating Compound Materials and Using Material Modifiers -- Using Compound Materials -- Applying Multiple Materials -- Using the Matte/Shadow Material -- Material Modifiers -- Summary -- Chapter 21: Unwrapping UVs and Mapping Textures -- Mapping Modifiers -- Using the Unwrap UVW Modifier -- Using the Edit UVWs Interface -- Summary -- Chapter 22: Painting in the Viewport Canvas and Rendering Surface Maps -- Using the Viewport Canvas -- Using Vertex Colors -- Rendering Surface Maps -- Using Surface Maps -- Tutorial: Generating and Applying Surface Maps -- Summary -- Chapter 23: Creating Baked Textures and Normal Maps -- Using Channels -- Rendering to a Texture -- Creating Normal Maps -- Summary -- Part V: Working with Backgrounds, Cameras, and Lighting -- Chapter 24: Configuring and Aiming Cameras -- Learning to Work with Cameras -- Setting Camera Parameters -- Summary -- Chapter 25: Matching Perspective to Background Images -- Loading a Background Image and Camera -- Perspective Matching the Background Image -- Tutorial: Perspective Matching a Background -- Summary -- Chapter 26: Using Lights and Basic Lighting Techniques -- Understanding the Basics of Lighting -- Getting to Know the Light Types -- Creating and Positioning Light Objects -- Viewing a Scene from a Light -- Altering Light Parameters -- Summary -- Chapter 27: Using the Sunlight and Daylight Systems -- Using the Sunlight and Daylight Systems -- Summary -- Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity -- Selecting Advanced Lighting -- Using Local Advanced Lighting Settings -- Tutorial: Excluding Objects from Light Tracing -- Understanding Radiosity -- Working with Advanced Lighting Materials.

Using Lighting Analysis -- Summary -- Part VI: Rendering a Scene -- Chapter 29: Rendering a Scene and Enabling Quicksilver -- Working with Render Parameters -- Using the Rendered Frame Window -- Summary -- Chapter 30: Managing Render States -- Using State Sets -- Summary -- Chapter 31: Batch and Network Rendering -- Batch Rendering Scenes -- Understanding Network Rendering -- Setting Up a Network Rendering System -- Starting the Network Rendering System -- Configuring the Network Manager and Servers -- Logging Errors -- Using the Monitor -- Summary -- Chapter 32: Rendering with mental ray and iray -- Enabling mental ray and iray -- Working with iray -- Tutorial: Starting iray -- Working with mental ray -- Summary -- Chapter 33: Compositing with Render Elements and the Video Post Interface -- Using External Compositing Packages -- Using Render Elements -- Completing Post-Production with the Video Post Interface -- Working with Sequences -- Adding and Editing Events -- Working with Ranges -- Summary -- Part VII: Animating Objects and Scenes -- Chapter 34: Understanding Animation and Keyframes -- Using the Time Controls -- Working with Keys -- Using the Track Bar -- Viewing and Editing Key Values -- Using the Motion Panel -- Using Ghosting -- Animating Objects -- Working with Previews -- Using the RAM Player -- Tutorial: Using the RAM Player to Combine Rendered Images into a Video File -- Summary -- Chapter 35: Animating with Constraints and Simple Controllers -- Restricting Movement with Constraints -- Understanding Controller Types -- Assigning Controllers -- Examining Some Simple Controllers -- Summary -- Chapter 36: Exploring the Complex Controllers -- Examining Complex Controllers -- Working with Expressions in Spinners -- Understanding the Expression Controller Interface -- Using Expression Controllers -- Summary.

Chapter 37: Using Animation Layers and Animation Modifiers.
Abstract:
A complete reference covering the newest version of 3ds Max software Autodesk 3ds Max is the popular 3D modeling, animation, rendering, and compositing software preferred by game developers and graphic designers in film and television. This comprehensive reference not only introduces beginners to this pricey and complex software, but also serves as a reference for experienced users. Packed with expert advice from popular author Kelly Murdock, it begins with a Quick Start tutorial to get you up and running, then continues with more than 150 step-by-step tutorials, advanced coverage, and plenty of tips and timesavers. 3ds Max is professional modeling and animation software used in the film, television, and game development industries; this complete guide gets beginners started and teaches experienced users how to take advantage of the program's newest capabilities Covers all the basics as well as advanced topics including crowd simulation, particle systems, rigid body dynamics, state sets, compositing, radiosity, network rendering, and MAXScript Features more than 150 step-by-step tutorials and complete references detailing all primitives, modifiers, materials, maps, and controllers Companion website includes examples from the book, unique models and textures that you can customize, before-and-after examples from the tutorials, and bonus Quick Starts from previous editions Autodesk 3ds Max 2014 Bible is the one book you need to succeed with this all-new version of 3ds Max.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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