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Mastering the Art of Production with 3ds max 4

By: Material type: TextTextPublication details: UK: Thomson Learning: 2002Description: paperback, CD ROM includedISBN:
  • 9780766834705
  • 0766834700
Subject(s): DDC classification:
  • 006.696 BUS
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Thurles Library Main Collection 006.696 BUS (Browse shelf(Opens below)) Available 30026000010487
Standard Loan Thurles Library Main Collection 006.696 BUS (Browse shelf(Opens below)) 1 Available R13917KRCC
Standard Loan Thurles Library Main Collection 006.696 BUS (Browse shelf(Opens below)) 1 Available R06421KRCT

Enhanced descriptions from Syndetics:

Model and animate an alien, a remote control, and a rover vehicle! Through hands-on, step-by-step tutorials and directly relevant discussions, Mastering the Art of Production with 3ds max 4 entices readers to participate in the process of taking a full 30-second animated commercial for a realistic model company - Ion Z Batteries - from concept through to completion. Developing project requirements by reviewing storyboards and planning a live video shoot for 3D element integration is just the beginning! As they progress through this thoroughly engaging and fast-paced book, readers will also experiment with various styles of modeling and skinning techniques; gain expertise using IK controllers; develop user interfaces to simplify complicated animation techniques and implement MaxScript for further animation control; create and apply global illumination; use procedure maps and PhotoShop to generate textures for objects in the scene; apply proper rendering techniques; and complete post-production editing with Discreet's Combustion. Ideal for anyone with an interest in digital art, 3D modeling, or animation, this all-inclusive introduction to contemporary industry techniques is centered on producing a professional product for a client, takes optimal advantage of leading-edge 3ds max 4 tools and options to develop a seamless character setup, and is perfect for users of all abilities.

Table of contents provided by Syndetics

  • Chapter 1 The Job
  • The Job (p. 2)
  • The Story (p. 2)
  • Job Specifications (p. 2)
  • Paperwork (p. 2)
  • Client Agreements (p. 2)
  • The Schedule (p. 5)
  • Bidding the Job (p. 7)
  • Good Workflow and the Importance Thereof (p. 8)
  • Preproduction (p. 9)
  • Design Approval (p. 9)
  • Sketches (p. 9)
  • Scenery (p. 12)
  • Storyboard (p. 13)
  • Animatics (p. 17)
  • Starting the Project (p. 17)
  • Chapter 2 Modeling the Remote Control
  • Reference Images (p. 20)
  • The Virtual Studio (p. 20)
  • Practice Makes Perfect (p. 21)
  • Tutorial 2.1 Virtual Studio for the Remote Control (p. 22)
  • Box Modeling (p. 33)
  • Sub-Objects (p. 33)
  • The Anatomy of the Remote Control (p. 35)
  • Tutorial 2.2 Remote Control Body (p. 36)
  • The Joystick and its Base (p. 81)
  • Tutorial 2.3 Joystick Assembly (p. 81)
  • Finishing Touches (p. 89)
  • Tutorial 2.4 Antenna and Hand Grip (p. 90)
  • Chapter 3 Modeling the Alien
  • Editable Poly Features (p. 100)
  • NURMS Subdivision (p. 100)
  • Mesh Control at Sub-Object Levels (p. 101)
  • Tutorial 3.1 Alien Torso (p. 102)
  • Tutorial 3.2 Arms and Hands (p. 127)
  • Tutorial 3.3 Legs and Feet (p. 144)
  • Tutorial 3.4 Finishing the Model (p. 158)
  • Chapter 4 Modeling the Rover
  • Splines (p. 162)
  • Creating Splines (p. 162)
  • Vertex Types (p. 162)
  • The Surface Modifier (p. 165)
  • The Anatomy of the Rover (p. 165)
  • Tutorial 4.1 Creating the Spline Network (p. 166)
  • Tutorial 4.2 Surfacing the Rover (p. 185)
  • Tutorial 4.3 Creating the Wheels (p. 198)
  • Tutorial 4.4 Creating the Reactor (p. 207)
  • Tutorial 4.5 Creating the Track Assembly (p. 217)
  • Tutorial 4.6 Finishing the Rover (p. 226)
  • Chapter 5 Introduction to Maxscript
  • Understanding MAXScript (p. 240)
  • Scripting Steps (p. 240)
  • Accessing the MAXScript Options (p. 241)
  • Writing a Script (p. 242)
  • Tutorial 5.1 Basic Scripting Commands (p. 243)
  • The MAXScript Listener Window (p. 244)
  • MAXScript Syntax (p. 244)
  • Variables (p. 245)
  • Tutorial 5.2 Variables (p. 245)
  • Arrays (p. 247)
  • The Script Editor (p. 249)
  • Tutorial 5.3 A First Script (p. 250)
  • Functions (p. 253)
  • Tutorial 5.4 Functions (p. 254)
  • Arguments (p. 255)
  • Tutorial 5.5 Arguments (p. 256)
  • Program Flow (p. 257)
  • The "If" Statement (p. 258)
  • Loops (p. 258)
  • User Interface Design (p. 260)
  • Tutorial 5.6 Custom User Interface (p. 261)
  • Tidy Programming Practices (p. 270)
  • Chapter 6 Technical Setup for the Rover
  • Scripting (p. 272)
  • The Rover Tracks (p. 272)
  • Tutorial 6.1 Track Setup (p. 273)
  • Motion Capture (p. 287)
  • Controllers (p. 287)
  • MoCap/Controller Setup for the Rover (p. 287)
  • Designing the Control System for the Rover (p. 288)
  • Tutorial 6.2 Motion Capture for the Rover (p. 289)
  • MAXScripts to Control the Rover (p. 299)
  • Improving Performance (p. 299)
  • What Are We Scripting? (p. 300)
  • Tutorial 6.3 Rover Control Scripts (p. 300)
  • Creating a User Interface (p. 315)
  • Position Reset (p. 315)
  • Motion Capture Playback (p. 315)
  • Scripts to the Rescue (p. 316)
  • Tutorial 6.4 Rover Control User Interface (p. 317)
  • Chapter 7 Skeletal Setup for the Alien
  • A Few Things You Should Know By Now (p. 330)
  • Character Animation (p. 330)
  • Character Rigs (p. 331)
  • Tutorial 5.1 Alien Skeleton (p. 332)
  • Alien Control System (p. 349)
  • IK Solvers (p. 350)
  • Point Helpers (p. 350)
  • Tutorial 5.2 IK Solvers and Point Helpers (p. 350)
  • Tutorial 5.3 Hand Control System (p. 364)
  • Tutorial 5.4 Foot Control System (p. 373)
  • Tutorial 5.5 Mirroring and Completing the Skeleton (p. 377)
  • Chapter 8 Alien Skinning and Deformation Setup
  • Skinning (p. 390)
  • The Basics Of Skinning (p. 390)
  • Skinning the Alien (p. 392)
  • Tutorial 8.1 A Skinning Primer (p. 393)
  • Tutorial 8.2 Skinning the Alien (p. 399)
  • Facial Expressions (p. 420)
  • Morphing Basics (p. 420)
  • Morphing with 3ds max (p. 421)
  • Determining Facial Expressions (p. 421)
  • Tutorial 8.3 Morph Target Setup (p. 423)
  • Eye Controls (p. 429)
  • Tutorial 8.4 Eye Control System (p. 429)
  • Chapter 9 Alien Ui Control System
  • The User Interface (p. 434)
  • Main Console (p. 434)
  • Morph Targets (p. 434)
  • Hand Controls (p. 435)
  • Foot Controls (p. 435)
  • Tutorial 9.1 Icons for User Interface (p. 436)
  • Tutorial 9.2 Writing the User Interface (p. 443)
  • Chapter 10 Camera Tracking
  • Camera Matching (p. 466)
  • Choosing a Location (p. 466)
  • Shooting the Location (p. 466)
  • Matching the 3D Camera to the Live Footage (p. 467)
  • Tracking the Camera (p. 467)
  • Camera Matching Utilities (p. 467)
  • Reference Points (p. 468)
  • Placing Fixed Points (p. 468)
  • Measuring Distances (p. 468)
  • The Right Tools for the Job (p. 469)
  • 3D Scene Points (p. 470)
  • Tutorial 10.1 CamPoint Setup (p. 470)
  • Tutorial 10.2 Camera Tracking (p. 474)
  • What to Do if the Camera Won't Track (p. 482)
  • Chapter 11 Texturing and Lighting
  • Texturing (p. 484)
  • Materials (p. 484)
  • Maps (p. 485)
  • The Material Editor (p. 485)
  • Tutorial 11.1 Texturing the Alien (p. 486)
  • Tutorial 11.2 Texturing the Rover (p. 494)
  • The Battery Material (p. 514)
  • Battery Textures (p. 514)
  • Tutorial 11.3 Texturing the Battery (p. 515)
  • Lighting (p. 523)
  • Types of Lights (p. 523)
  • Shadows (p. 525)
  • 3D Light Limitations (p. 526)
  • The Set (p. 526)
  • Global Illumination (p. 526)
  • Tutorial 11.4 Lighting the Set (p. 526)
  • Catching Shadows with Materials (p. 535)
  • Tutorial 11.5 Shadows for the Ground (p. 535)
  • Chapter 12 Animation and Rendering
  • Bringing Files Together (p. 542)
  • Merging (p. 542)
  • Cross Referencing (p. 542)
  • Bringing our Scenes Together (p. 543)
  • Tutorial 12.1 Putting Together the Final Scene File (p. 543)
  • Time to Animate (p. 557)
  • Storyboard Check (p. 557)
  • Rover Animation (p. 557)
  • Alien Animation (p. 557)
  • Safe Frames (p. 558)
  • Tutorial 12.2 Animating the Rover and Alien (p. 559)
  • Rendering (p. 573)
  • Rendering for Post production (p. 573)
  • Video Post (p. 573)
  • Tutorial 12.3 Rendering the Shots (p. 574)
  • Chapter 13 Post Production with Combustion
  • Introduction to Combustion (p. 584)
  • Combustion Files (p. 584)
  • Operators (p. 585)
  • Combustion User Interface (p. 586)
  • Rendered 3ds max Files for Combustion (p. 589)
  • Our RPF Files (p. 589)
  • Dealing with Shadows (p. 590)
  • Tutorial 13.1 Footage Import (p. 590)
  • Contrast and Color Adjustment (p. 593)
  • Contrast Adjustment (p. 593)
  • Adjusting Colors (p. 593)
  • Tutorial 13.2 Color Correction (p. 594)
  • Combustion Tracking Techniques (p. 602)
  • The Tracker (p. 602)
  • Tutorial 13.3 Tracking the Selections (p. 604)
  • Paint (p. 607)
  • Tutorial 13.4 Painting the Footage (p. 609)
  • Finishing the Job (p. 625)
  • Picking Your Battles (p. 625)
  • Delivering the Job (p. 625)
  • Backing up the Job (p. 625)
  • Our Version of the Animation (p. 626)
  • Index (p. 627)

Author notes provided by Syndetics

Jason Busby is the Director of Animation at the Renaissance Center in Dickson, TN
Michele Bousquet is the owner of Many Worlds Productions

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