3ds Max® 2008 Bible
3ds Max® 2008 Bible
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Part I: Getting Started with 3ds Max.
Quick Start: Creating and Flying Through a Greek Temple.
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: Drawing and Editing 2D Splines and Shapes.
Chapter 12: Modeling with Polygons.
Chapter 13: Introducing Modifiers and Using the Modifier Stack.
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, Fur, and 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.
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 2008.
Appendix B: Installing and Configuring 3ds Max 2008.
Appendix C: 3ds Max 2008 Keyboard Shortcuts.
Appendix D: What’s on the DVD.
End-User License Agreement.
- A 16-page color insert highlights work by various cutting-edge 3D artists.
- A packaged companion DVD includes all the examples and content from the book, including unique models and textures that students can customize on their own. It also includes a searchable, full-color version of the book.
- A Quick Start tutorial shows beginners how to complete an exciting animation their very first day, while exposing them to the newest features of the software.
- Students will master the complexities of Max by doing more than 150 short tutorials under the guidance of 3D expert Kelly Murdock