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Autodesk 3ds Max 2014 Bible

Autodesk 3ds Max 2014 Bible

Kelly L. Murdock

ISBN: 978-1-118-75508-2

Oct 2013

1320 pages

Select type: E-Book

$38.99

Description

A complete reference covering the newest version of 3ds Max software

Autodesk 3ds Max is the popular 3D modeling, animation, rendering, and compositing software preferred by game developers and graphic designers in film and television. This comprehensive reference not only introduces beginners to this pricey and complex software, but also serves as a reference for experienced users. Packed with expert advice from popular author Kelly Murdock, it begins with a Quick Start tutorial to get you up and running, then continues with more than 150 step-by-step tutorials, advanced coverage, and plenty of tips and timesavers.

  • 3ds Max is professional modeling and animation software used in the film, television, and game development industries; this complete guide gets beginners started and teaches experienced users how to take advantage of the program's newest capabilities
  • Covers all the basics as well as advanced topics including crowd simulation, particle systems, rigid body dynamics, state sets, compositing, radiosity, network rendering, and MAXScript
  • Features more than 150 step-by-step tutorials and complete references detailing all primitives, modifiers, materials, maps, and controllers
  • Companion website includes examples from the book, unique models and textures that you can customize, before-and-after examples from the tutorials, and bonus Quick Starts from previous editions

Autodesk 3ds Max 2014 Bible is the one book you need to succeed with this all-new version of 3ds Max.

Acknowledgments xi

Preface xliii

Part I: Getting Started with Autodesk 3ds Max 2014 1

Quick Start: Adding a Crowd to the City Center 3

Chapter 1: Exploring the Interface 13

Chapter 2: Controlling and Configuring the Viewports 39

Chapter 3: Working with Files, Importing, and Exporting 83

Chapter 4: Setting Preferences 109

Part II: Manipulating Objects 137

Chapter 5: Creating and Editing Primitive Objects 139

Chapter 6: Selecting Objects and Using Layers 177

Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping 211

Chapter 8: Cloning Objects and Creating Object Arrays 241

Chapter 9: Grouping, Linking, and Parenting Objects 265

Chapter 10: Organizing Scenes with Containers, XRefs, and the Schematic View 277

Part III: Modeling 3D Assets 313

Chapter 11: Accessing Subobjects and Modifiers and Using the Modifier Stack 315

Chapter 12: Drawing and Editing 2D Splines and Shapes 339

Chapter 13: Modeling with Polygons 375

Chapter 14: Using the Graphite Modeling Tools and Painting with Objects 411

Chapter 15: Working with Compound Objects 443

Chapter 16: Deforming Surfaces and Using the Mesh Modifiers 457

Part IV: Applying Materials and Textures 509

Chapter 17: Creating and Applying Standard Materials with the Slate Material Editor 511

Chapter 18: Adding Material Details with Maps 541

Chapter 19: Using Specialized Material Types 581

Chapter 20: Creating Compound Materials and Using Material Modifiers 593

Chapter 21: Unwrapping UVs and Mapping Textures 611

Chapter 22: Painting in the Viewport Canvas and Rendering Surface Maps 635

Chapter 23: Creating Baked Textures and Normal Maps 653

Part V: Working with Backgrounds, Cameras, and Lighting 663

Chapter 24: Configuring and Aiming Cameras 665

Chapter 25: Matching Perspective to Background Images 681

Chapter 26: Using Lights and Basic Lighting Techniques 687

Chapter 27: Using the Sunlight and Daylight Systems 707

Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity 713

Part VI: Rendering a Scene 731

Chapter 29: Rendering a Scene and Enabling Quicksilver 733

Chapter 30: Managing Render States 749

Chapter 31: Batch and Network Rendering 757

Chapter 32: Rendering with mental ray and iray 781

Chapter 33: Compositing with Render Elements and the Video Post Interface 801

Part VII: Animating Objects and Scenes 825

Chapter 34: Understanding Animation and Keyframes 827

Chapter 35: Animating with Constraints and Simple Controllers 851

Chapter 36: Exploring the Complex Controllers 873

Chapter 37: Using Animation Layers and Animation Modifiers 903

Chapter 38: Wiring Parameters 925

Chapter 39: Editing Animation Curves in the Track View 935

Part VIII: Working with Characters 969

Chapter 40: Understanding Rigging, Kinematics, and Working with Bones 971

Chapter 41: Skinning Characters 991

Chapter 42: Animating Characters with CAT 1011

Chapter 43: Creating Crowds and Using Populate 1031

Part IX: Adding Special Effects 1041

Chapter 44: Creating Particles and Particle Flow 1043

Chapter 45: Using Space Warps 1081

Chapter 46: Using Atmospheric and Render Effects 1105

Chapter 47: Creating Volume Light Effects 1129

Chapter 48: Adding Lens Effects 1135

Part X: Using Dynamic Animation Systems 1155

Chapter 49: Simulating Physics-Based Motion with MassFX 1157

Chapter 50: Working with Hair and Cloth 1175

Appendix A: What’s New with Autodesk 3ds Max 2014 1199

Appendix B: Automating with MAXScript 1203

Appendix C: What’s on the Website 1219

Index 1221

Quick Start
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Chapter 1
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Chapter 2
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Chapter 3
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Chapter 4
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Chapter 5
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Chapter 6
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Chapter 7
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Chapter 8
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Chapter 9
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Chapter 10
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Chapter 11
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Chapter 12
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Chapter 13
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Chapter 14
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Chapter 15
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Chapter 16
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Chapter 17
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Chapter 18
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Chapter 19
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Chapter 20
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Chapter 21
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Chapter 22
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Chapter 23
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Chapter 24
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Chapter 25
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Chapter 26
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Chapter 27
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Chapter 28
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Chapter 29
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Chapter 30
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Chapter 31
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Chapter 32
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Chapter 33
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Chapter 34
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Chapter 35
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Chapter 36
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Chapter 37
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Chapter 38
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Chapter 39
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Chapter 40
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Chapter 41
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Chapter 42
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Chapter 43
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Chapter 44 A
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Chapter 44 B
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Chapter 45
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Chapter 46
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Chapter 47
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Chapter 48
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Chapter 49
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Chapter 50
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Appendix B
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