Introducing 3ds Max 9 : 3D for beginners / Dariush Derakhshani, Randi Munn with Jon McFarland.
Material type: TextSeries: Sybex serious skillsPublication details: Hoboken, N.J. : Wiley ; [Chichester : John Wiley, distributor], 2007.Description: xvi, 527 p., [8] p. of plates : ill. (some col.) ; 24 cmContent type:- text
- unmediated
- volume
- 9780470097618 (pbk.) :
- 0470097612 (pbk.) :
- 9780555035764 (computer optical disc) :
- 055503576X (computer optical disc) :
- 006.696 22
Item type | Current library | Call number | Status | Date due | Barcode | |
---|---|---|---|---|---|---|
Standard Loan | Thurles Library Main Collection | 006.696 DER (Browse shelf(Opens below)) | Available | R17572JKRC |
Enhanced descriptions from Syndetics:
Video game and feature-film artists have used 3ds Max to create Halo 2, King Kong, Myst V, and more. Now you can harness this popular animation software with the clear, step-by-step instructions in this easy-to-follow guide. This book breaks down the complexities of 3D modeling, texturing, animating, and visual effects. Clear-cut explanations, tutorials, and hands-on projects help build your skills and a special color insert includes real-world examples from talented 3ds Max beginners.
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Includes index.
CD-ROM in back pocket.
Formerly CIP. Uk
Table of contents provided by Syndetics
- Introduction
- Chapter 1 aû Basic Concepts
- How to Read This Book
- What Is CGI?
- Production Workflow
- CG Workflow
- CG Specialties
- Core Concepts
- Coordinate Systems
- Basic Animation Concepts
- Basic 3ds Max Terms and Concepts
- Summary
- Chapter 2 aû Your First Max Animation
- Getting Around in 3ds Max
- Project and File Management Workflow
- The 3ds Max Interface
- Jumping Headlong into Animation
- Setting Up the Hierarchy
- Summary
- Chapter 3 aû The 3ds Max Interface
- What Am I Looking At?
- Managing Scene Objects
- Summary
- Chapter 4 aû Modeling in 3ds Max
- Part I Planning Your Model
- Modeling Concepts
- Look at the Mesh You Got Us Into!Editable Poly Tools
- Modeling a Chest of Drawers
- Modeling a Hand
- Summary
- Chapter 5 aû Modeling in 3ds Max
- Part II Setting Up the Scene
- The Editable Poly Tools
- Lofting the Barrel
- Lathing the Wheels
- Using Snapshot to Create the Tracks
- Summary
- Chapter 6 aû Organic Poly Modeling
- Setting Up the Scene
- Creating the Basic Form
- Adding Detail
- Final Touches
- Summary
- Chapter 7 aû Materials and Mapping
- Materials
- The Material Editor
- Mapping a Pool Ball
- Mapping, Just a Little Bit More
- Maps
- More Mapping Exercises
- Mapping Coordinates
- Summary
- Chapter 8 aû Introduction to Animation
- Hierarchy in Animation: The Mobile Redux
- Using Dummy Objects
- Bouncing Ball
- Using the Track Editor-Curve Editor
- Track View
- Anticipation and Momentum in Knife Throwing
- Summary
- Chapter 9 aû Character Studio and IK Animation
- Character Animation
- Character Studio Workflow
- Creating a Biped
- Animating a Biped
- Associating a Biped to a Character
- Using Inverse Kinematics
- Summary
- Chapter 10 aû 3ds Max Lighting
- Basic Lighting Concepts
- Three-Point Lighting
- 3ds Max Lights
- Common Light Parameters
- Ambient Light
- Creating Shadows
- Atmospheres and Effects
- Light Lister
- Summary
- Chapter 11 aû 3ds Max Rendering
- Rendering Setup
- Motion Blur
- Previewing with ActiveShade
- Cameras
- Safe Frame
- Render Elements
- Rendering Effects
- Raytraced Reflections and Refractions
- Summary
- Chapter 12 aû Particles and Dynamics
- Understanding Particle Systems
- Setting Up a Particle System
- Particle Systems and Space Warps
- Using Rigid Body Dynamics
- Using Soft Body Dynamics
- Summary
- Index
Author notes provided by Syndetics
Dariush Derakhshani is an award-winning 3D animator, author, and educator. He has worked on movies such as The Fantastic Four and Pan's Labyrinth , the South Park TV series, and numerous commercials and music videos. He teaches 3D animation and is the author of Introducing Maya 7: 3D for Beginners (Sybex).Randi L. Munn teaches 3D animation at The Art Institute of California and has worked as a digital artist and technical director for games and movie projects with Gizmo Games, RJB Enterprises, and Sony.