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E-book

3ds Max 2009 Bible

ISBN: 978-0-470-41758-4
E-book
1252 pages
November 2008
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Preface.

Acknowledgments.

Part I: Getting Started with 3ds Max.

Quick Start: Firing a Cannonball.

Chapter 1: Exploring the Max Interface.

Chapter 2: Controlling and Configuring the Viewports.

Chapter 3: Working with Files, Importing, and Exporting.

Chapter 4: Customizing the Max Interface and Setting Preferences.

Part II: Working with Objects.

Chapter 5: Creating and Editing Primitive Objects.

Chapter 6: Selecting Objects, Setting Object Properties, and Using Layers and the Scene Explorer.

Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping.

Chapter 8: Cloning Objects and Creating Object Arrays.

Chapter 9: Grouping, Linking, and Parenting Objects.

Part III: Modeling Basics.

Chapter 10: Learning Modeling Basics and Working with Subobjects and Helpers.

Chapter 11: Introducing Modifiers and Using the Modifier Stack.

Chapter 12: Drawing and Editing 2D Splines and Shapes.

Chapter 13: Modeling with Polygons.

Part IV: Materials, Cameras, and Lighting Basics.

Chapter 14: Exploring the Material Editor.

Chapter 15: Creating and Applying Standard Materials.

Chapter 16: Creating Compound Materials and Using Material Modifiers.

Chapter 17: Adding Material Details with Maps.

Chapter 18: Configuring and Aiming Cameras.

Chapter 19: Using Lights and Basic Lighting Techniques.

Part V: Animation and Rendering Basics.

Chapter 20: Understanding Animation and Keyframe Basics.

Chapter 21: Animating with Constraints and Controllers.

Chapter 22: Learning to Render a Scene.

Part VI: Advanced Modeling.

Chapter 23: Building Complex Scenes with XRefs and Using Vault.

Chapter 24: Working with the Schematic View.

Chapter 25: Deforming Surfaces and Using the Mesh Modifiers.

Chapter 26: Working with Compound Objects.

Chapter 27: Modeling with Patches and NURBS.

Chapter 28: Adding and Styling Hair and Fur, and Using Cloth.

Part VII: Advanced Materials.

Chapter 29: Using Specialized Material Types.

Chapter 30: Unwrapping UVs and Using Pelt Mapping.

Chapter 31: Creating Baked Textures and Normal Maps.

Part VIII: Advanced Animation Techniques.

Chapter 32: Using Animation Modifiers.

Chapter 33: Animating with the Expression Controller and Wiring Parameters.

Chapter 34: Working with Function Curves in the Track View.

Chapter 35: Using Animation Layers and the Motion Mixer.

Part IX: Dynamic Animation.

Chapter 36: Creating Particles and Particle Flow.

Chapter 37: Using Space Warps.

Chapter 38: Simulating Physics-Based Motion with reactor.

Chapter 39: Animating Hair and Cloth.

Part X: Working with Characters.

Chapter 40: Understanding Rigging and Working with Bones.

Chapter 41: Working with Inverse Kinematics.

Chapter 42: Creating and Animating Bipeds and Crowds.

Chapter 43: Skinning Characters.

Part XI: Advanced Lighting and Rendering.

Chapter 44: Working with Advanced Lighting, Light Tracing, and Radiosity.

Chapter 45: Using Atmospheric and Render Effects.

Chapter 46: Raytracing and mental ray.

Chapter 47: Batch and Network Rendering.

Chapter 48: Compositing with Render Elements and the Video Post Interface.

Part XII: MAXScript and Plug-Ins.

Chapter 49: Automating with MAXScript.

Chapter 50: Expanding Max with Third-Party Plug-Ins.

Appendix A: What’s New with 3ds Max 200.

Appendix B: What’s on the DVD.

Index.