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3ds MaxTM 8 Bible

3ds MaxTM 8 Bible

Kelly L. Murdock

ISBN: 978-0-471-78618-4

Apr 2006

1266 pages

Select type: Paperback

Product not available for purchase

Description

If 3ds Max 8 can do it, you can do it too...

Spark your creativity with the world's most popular animation software and the detailed instruction in this power-packed book from an industry expert. If you're new to 3ds Max, jump right in with a Quick Start program that will have you modeling and rendering a complete image your first day. Experienced users, discover exciting new Max 8 features such as a new module for hair and fur, a new cloth system, and much more. This comprehensive book covers every feature, and it's loaded with professional techniques and full color examples to inspire you.

Inside, you'll find complete coverage of 3ds Max 8

  • Model a detailed creature right away with the Quick Start tutorial
  • Add realistic and dynamic hair, fur, and cloth to your models
  • Create complex characters with Max's new biped features
  • Use the expanded Edit Poly options to work more efficiently with Edge Ring and Edge Loop selections
  • Explore Max's new Asset Tracking system including the Autodesk(r) Vault client
  • Make texture creation a snap with the new Pelt mapping method and the Render UVW Template feature
  • Save, load, and retarget animation files using the supported XML Animation File (XAF) format
  • Easily render a series of stills from several angles with the new Batch Render tool

Bonus DVD Included!

Features a wide selection of 3D models and textures just right for your own projects, plus the Max files and examples to more than 150 tutorials. The DVD also includes a full-color electronic version of the book!

Preface

.Acknowledgments.

Part I: Learning the Max Interface.

Quick Start: Creating a Furry Creature.

Chapter 1: Exploring the Max Interface.

Chapter 2: Configuring the Viewports.

Chapter 3: Working with Files and XRefs.

Chapter 4: Working with the Asset Tracking System.

Chapter 5: Customizing the Max Interface and Setting Preferences.

Part II: Working with Objects.

Chapter 6: Creating and Editing Primitive Objects.

Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers.

Chapter 8: Transforming Objects — Translate, Rotate, and Scale.

Chapter 9: Cloning Objects and Creating Object Arrays.

Chapter 10: Grouping and Linking Objects.

Chapter 11: Working with the Schematic View.

Chapter 12: Introducing Modifiers and Using the Modifier Stack.

Part III: Modeling.

Chapter 13: Modeling Basics and Working with Subobjects.

Chapter 14: Drawing and Editing 2D Splines and Shapes.

Chapter 15: Using Editable Poly Objects.

Chapter 16: Working with Mesh Modifiers.

Chapter 17: Surface Modeling with Patches and NURBS.

Chapter 18: Building Compound Objects.

Chapter 19: Creating Particles and Particle Flow.

Chapter 20: Adding Hair and Fur.

Chapter 21: Creating a Cloth System.

Part IV: Materials and Maps.

Chapter 22: Exploring the Material Editor.

Chapter 23: Creating Simple Materials.

Chapter 24: Creating Advanced Multi-Layer Materials.

Chapter 25: Adding Material Details with Maps.

Chapter 26: Unwrapping UVs and Pelt Mapping.

Chapter 27: Creating Baked Textures and Normal Maps.

Part V: Cameras and Lighting.

Chapter 28: Working with Cameras.

Chapter 29: Basic Lighting Techniques.

Chapter 30: Advanced Lighting, Light Tracing, and Radiosity.

Part VI: Animation.

Chapter 31: Animation and Keyframe Basics.

Chapter 32: Using Animation Modifiers.

Chapter 33: Animating with Constraints and Controllers.

Chapter 34: Working with the Track View.

Chapter 35: Using the Motion Mixer.

Part VII: Working with Characters.

Chapter 36: Creating and Animating Bipeds.

Chapter 37: Rigging Characters.

Chapter 38: Working with Inverse Kinematics.

Chapter 39: Skinning Characters.

Chapter 40: Retargeting Character Animations.

Chapter 41: Controlling Biped Crowds.

Part VIII: Animating with reactor.

Chapter 42: Using Space Warps.

Chapter 43: Animating with reactor.

Part IX: Rendering and mental ray.

Chapter 44: Rendering Basics.

Chapter 45: Using Atmospheric Effects.

Chapter 46: Using Render Elements and Effects.

Chapter 47: Raytracing and mental ray.

Chapter 48: Batch and Network Rendering.

Chapter 49: Using the Video Post Interface.

Part X: MAXScript and Plug-Ins.

Chapter 50: Automating with MAXScript.

Chapter 51: Expanding Max with Third-Party Plug-Ins.

Appendix A: What’s New with Max 8.

Appendix B: Installing and Configuring 3ds Max 8.

Appendix C: Max Keyboard Shortcuts.

Appendix D: What’s on the DVD.

Index.

3ds Max is used to create about 80 percent of the top games, including titles for the Microsoft X-Box and Sony Playstation platforms.
The 3ds Max Bible has been the best-selling 3ds Max title since it was first published in January 2000.
More than 140,000 people use 3ds Max in game development, TV and motions pictures (Mr. & Mrs. Smith, Matrix Reloaded), and design visualizations of scenes and objects.
A Quick Start shows eager beginners how to complete an exciting animation their very first day, while they learn major features of 3ds Max! More than 150 tutorials give readers valuable hands-on experience under the expert guidance of 3D master, Kelly Murdock.
A valuable CD-ROM includes all the examples and content from the books, including unique models and textures readers can reuse on their own.
A 16-page full-color insert shows how contributing artists are taking Max to the next level.
ChapterPageDetailsDatePrint Run
Error when opening the file "Rascoon with background.max",

Opening the file Rascoon with background.max from the book DVD gives the following error: Missing External File C:\Temp1\...\Quick Start - Creating and Animating a Furry Creature\House picts 279.jpg The following instructions will fix the problem. There is a residual bitmap reference that isn't used in the file.

  1. Press M to open the Material Editor.
  2. In the Material Editor, select the Utilities, Clean MultiMaterial menu command.
  3. Then select the Utilities, Condense Material Editor Slots menu command and save the file.

The bitmap file reference is then removed and the file opens without a dialog box.

7-20-2006