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E-book
3ds Max 2011 BibleISBN: 978-0-470-90837-2
E-book
1296 pages
July 2010
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Acknowledgments.
Part I: Getting Started with 3ds Max.
Quick Start: Animating a Walking Dinosaur.
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 and Setting Object Properties.
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: Accessing Subobjects and Using Modeling Helpers.
Chapter 11: Introducing Modifiers and Using the Modifier Stack.
Chapter 12: Drawing and Editing 2D Splines and Shapes.
Chapter 13: Modeling with Polygons and Patches.
Chapter 14: Using the Graphite Modeling Tools and Painting with Objects.
Part IV: Materials, Cameras, and Lighting Basics.
Chapter 15: Using the Slate Material Editor.
Chapter 16: Creating and Applying Standard Materials.
Chapter 17: Adding Material Details with Maps.
Chapter 18: Creating Compound Materials and Using Material Modifiers.
Chapter 19: Configuring and Aiming Cameras.
Chapter 20: Using Lights and Basic Lighting Techniques.
Part V: Animation and Rendering Basics.
Chapter 21: Understanding Animation and Keyframes.
Chapter 22: Animating with Constraints and Simple Controllers.
Chapter 23: Rendering a Scene and Enabling Quicksilver.
Part VI: Advanced Modeling.
Chapter 24: Building Complex Scenes with Containers and XRefs and Using Asset Tracking.
Chapter 25: Working with the Schematic View.
Chapter 26: Deforming Surfaces and Using the Mesh Modifiers.
Chapter 27: Working with Compound Objects.
Chapter 28: Working with Solids and Body Objects.
Chapter 29: Adding and Styling Hair and Fur, and Using Cloth.
Part VII: Advanced Materials.
Chapter 30: Using Specialized Material Types.
Chapter 31: Painting in the Viewport Canvas and Rendering Surface Maps.
Chapter 32: Unwrapping UVs and Mapping Textures.
Chapter 33: Creating Baked Textures and Normal Maps.
Part VIII: Advanced Animation Techniques.
Chapter 34: Using Animation Layers, Modifiers, and Complex Controllers.
Chapter 35: Animating with the Expression Controller and Wiring Parameters.
Chapter 36: Working with Function Curves in the Track View.
Part IX: Working with Characters.
Chapter 37: Understanding Rigging and Working with Bones.
Chapter 38: Working with Inverse Kinematics.
Chapter 39: Animating with CAT and Creating Crowds.
Chapter 40: Skinning Characters.
Part X: Dynamic Animation.
Chapter 41: Creating Particles and Particle Flow.
Chapter 42: Using Space Warps.
Chapter 43: Simulating Physics-Based Motion with reactor.
Chapter 44: Animating Hair and Cloth.
Part XI: Advanced Lighting and Rendering.
Chapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity.
Chapter 46: Using Atmospheric and Render Effects.
Chapter 47: Rendering with mental ray.
Chapter 48: Batch and Network Rendering.
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 2011.
Appendix B: What's on the DVD.
Index.



