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E-book

3ds Max 2011 Bible

ISBN: 978-1-118-09404-4
1296 pages
May 2011
3ds Max 2011 Bible (1118094042) cover image
Updated version of the bestselling 3ds Max book on the market

Used by more than 150,000 people, and the winner of more than 65 industry awards, 3ds Max is the world's most popular animation modeling and rendering software for film, television, video games, and design visualization. 3ds Max Bible is the world’s most popular book for getting the most out of the software. Whether a novice looking to create something immediately using the Quick Start tutorial, or an experienced 3ds Max user who simply wants to check out the software's latest and greatest features, this update to the bestselling 3ds Max book on the market continues to be the most comprehensive reference on this highly complex application.

  • Packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials
  • 16-page color insert highlights the work of some of today’s most cutting-edge 3D artists
  • Includes a companion DVD with a searchable, full-color version of the 3ds Max Bible, as well as customizable models and textures

The only comprehensive reference-tutorial on 3ds Max, it's no wonder the 3ds Max Bible is the bestselling 3ds Max book in the world and a favorite of both amateur and professional animators.

Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

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Preface.

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.

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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 ten previous editions of this book, 3ds Max Bible. Other major accomplishments include Google SketchUp Bible, Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, The Official Guide to Anime Studio, Poser 6, 7, and 8 Revealed, 3D Game Animation For Dummies, gmax Bible, Adobe Atmosphere Bible, Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, and co-authoring duties on two editions of the Illustrator Bible (for versions 9 and 10) and five editions of the Adobe Creative Suite Bible.
With a background in engineering and computer graphics, Kelly has been all over the 3D industry and still finds it fascinating. He’s used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films and games, worked as a freelance 3D artist, and even done some 3D programming. Kelly’s been using 3D Studio since version 3 for DOS. Kelly has also branched into training others in 3D technologies. He currently works as a production manager for an upcoming game company.
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