Inside 3D Studio Max 3 / by Jeffrey Abouaf ... [et al.].
Material type: TextPublication details: Indianapolis, IN : New Riders Publishing, 1999.Description: xli, 1349 p. : il. ; 24 cm. + 1 computer laser optical disc (4 3/4 in.)ISBN:- 073570905X
- 006.686 MIL
- 006.6/96
Item type | Current library | Call number | Copy number | Status | Date due | Barcode | |
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Standard Loan | Clonmel Library Main Collection | 006.696 MIL (Browse shelf(Opens below)) | 1 | Available | R02762FKRCC | ||
Standard Loan | Moylish Library Main Collection | 006.696 MIL (Browse shelf(Opens below)) | 1 | Available | 39002000208570 | ||
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Standard Loan | Thurles Library Main Collection | 006.696 ABO (Browse shelf(Opens below)) | Available | R05865LKRCT |
Enhanced descriptions from Syndetics:
A comprehensive tutorial/reference on 3D Studio MAX comprising solutions-oriented tutorials and inside reference information.
Table of contents provided by Syndetics
- Part I MAX Basics
- 1 Basic Concepts of 3D and MAX (p. 5)
- MAX Basics Overview (p. 6)
- Viewing and Manipulation (p. 8)
- Transforms (p. 12)
- Coordinate Systems (p. 14)
- Object Hierarchies (p. 15)
- Information (p. 16)
- Creating and Modifying Objects (p. 19)
- Materials (p. 25)
- MAX's Instance/Reference Architecture (p. 29)
- Animation (p. 35)
- Customizing the MAX Interface (p. 39)
- In Practice: Basic Concepts of 3D and MAX (p. 47)
- 2 What's Changed in Release 3 (p. 51)
- Designed for Workgroups and Productivity (p. 52)
- Superior Rendering and Faster Ways of Getting There (p. 57)
- Animating with Character (p. 63)
- Modeling Enhancements (p. 66)
- Mesh and Mapping Advances (p. 72)
- Basic System Enhancements (p. 76)
- In Practice: What's Changed in Release 3 (p. 82)
- Part II Preparation
- 3 Plan It (Scope, Script, and Storyboard) (p. 87)
- Using Storyboards (p. 88)
- Drawing a Storyboard (p. 94)
- Animation Concepts (p. 97)
- In Practice: Plan It (Scope, Script, and Storyboard) (p. 110)
- 4 Create It (Props) (p. 113)
- The Creative Process (p. 114)
- Geometry Types and Modeling Methods (p. 119)
- Accuracy of Modeling (p. 158)
- Other Ways to Create Objects (p. 167)
- In Practice: Create It (Props) (p. 173)
- Part III Model Shop
- 5 Modification (p. 177)
- Basics of Applying Modifiers (p. 178)
- Using the Modifier Stack (p. 186)
- The Differences Between Transforms and Modifiers (p. 203)
- Using Modifier Presets (p. 205)
- Modifiers and Schematic View (p. 208)
- Overview of Modifiers (p. 212)
- In Practice: Modification (p. 215)
- 6 Precision Modeling (p. 219)
- Snaps and Grids (p. 220)
- Other Precision Modeling Tools (p. 222)
- Shape Modeling (p. 233)
- Creating Parametric Shapes (p. 240)
- In Practice: Precision Modeling (p. 249)
- 7 Using Edit Spline and the Editable Spline Object (p. 251)
- Using Edit Spline and the Editable Spline Object (p. 252)
- Editing at the Object Level (p. 257)
- Editing at the Vertex Level (p. 259)
- Editing at the Segment Level (p. 268)
- Editing at the Spline Level (p. 270)
- Using Shape Modifiers (p. 276)
- In Practice: Using Edit Spline and the Editable Spline Object (p. 288)
- 8 Building Loft Objects (p. 291)
- Understanding the Basics of Creating Loft Objects (p. 292)
- In Practice: Building Loft Objects (p. 346)
- 9 Polygon Modeling (p. 349)
- Creating an Editable Mesh Object (p. 351)
- In Practice: Polygon Modeling (p. 392)
- 10 Organic Modeling (p. 395)
- Defining Organic Modeling (p. 396)
- The Toolsets (p. 396)
- Using Soft Selections (p. 397)
- Using MeshSmooth (p. 405)
- Surface Tools (p. 415)
- Using Skin and Other Tools (p. 422)
- In Practice: Organic Modeling (p. 425)
- 11 NURBS Modeling (p. 427)
- Defining NURBS (p. 428)
- NURBS Objects (p. 429)
- Advanced NURBS (p. 444)
- Creating a Face with NURBS (p. 452)
- Animating NURBS (p. 456)
- Material and Mapping on NURBS (p. 457)
- In Practice: NURBS Modeling (p. 458)
- 12 Organize It (Building and Using Hierarchies) (p. 461)
- Creating Object Hierarchies (p. 462)
- Linking Objects (p. 465)
- Working with Pivots (p. 469)
- Using Dummy Objects (p. 474)
- Using Schematic View (p. 479)
- Using Groups (p. 484)
- Using Scene and Object XRefs (p. 489)
- In Practice: Organize It (p. 496)
- Part IV Details
- 13 Texture It (Paint and Wardrobe) (p. 501)
- Understanding Materials and Colors (p. 503)
- Understanding Different Types of Materials (p. 508)
- Creating Materials (p. 523)
- In Practice: Texture It (Paint and Wardrobe) (p. 550)
- 14 Texture It Some More (Mixing the Paint, Putting on the Wardrobe) (p. 553)
- Navigating the Material Editor (p. 555)
- Working with Materials and Material Trees (p. 572)
- Understanding the Standard Material Rollouts (p. 580)
- In Practice: Texture It Some More (Mixing the Paint, Putting on the Wardrobe) (p. 617)
- 15 Map Channels and Map Types (p. 619)
- Working with Standard Material Map Channels (p. 621)
- Using Map Types (p. 658)
- Map Types for Color Modification (p. 680)
- Animating Maps and their Parameters (p. 684)
- In Practice: Map Channels and Map Types (p. 685)
- 16 Don't Put Your Pants on Backwards: Mapping Issues (p. 687)
- Mapping Coordinates (p. 688)
- Mapping Projection Types (p. 704)
- In Practice: Don't Put Your Pants on Backwards: Mapping Issues (p. 735)
- 17 Lighting in MAX (p. 739)
- Setting Up Standard Lighting (p. 740)
- Lights and Their Illumination (p. 745)
- Working with Shadows (p. 773)
- Projecting Images (p. 782)
- Atmospheres and Effects (p. 787)
- In Practice: Lighting in MAX (p. 788)
- 18 Cameras and Setting the Shot (p. 791)
- Setting Up Camera Objects (p. 793)
- Adding Camera Effects (p. 801)
- Placing the Camera (p. 805)
- Moving the Camera (p. 812)
- Simulating Camera Techniques (p. 827)
- In Practice: Cameras and Setting the Shot (p. 835)
- Part V Animation
- 19 Animate It (Choreography) (p. 841)
- The Animation Environment (p. 842)
- Using TrackView (p. 848)
- Animation Controllers (p. 858)
- Working with Keys (p. 918)
- Creating Keys (p. 918)
- Working with Time (p. 922)
- Working with Function Curves (p. 926)
- Working with Trajectories (p. 932)
- In Practice: Animation Control Tools (p. 933)
- 20 Animating with Inverse Kinematics (p. 935)
- Understanding the Difference Between FK and IK (p. 936)
- Animating with IK (p. 942)
- Bones and the IK Controller (p. 958)
- In Practice: Animating with Inverse Kinematics (p. 968)
- 21 Animating with Space Warps (p. 971)
- Space Warp Basics (p. 972)
- Different Space Warp Types (p. 976)
- In Practice: Animating with Space Warps (p. 1012)
- 22 Animation Utilities (p. 1015)
- The Motion Capture Utility (p. 1016)
- In Practice: Animation Utilities (p. 1049)
- 23 Using Particle Systems (p. 1051)
- 3D Studio MAX's Particle Systems (p. 1052)
- Particle Types (p. 1055)
- The Advanced Particle Systems (p. 1074)
- Using Particles for Effects (p. 1098)
- In Practice: Using Particle Systems (p. 1112)
- Part VI Post-Production
- 24 Output/Render It (Produce) (p. 1117)
- Altering the Appearance of Rendered Output (p. 1118)
- Rendering Still Images (p. 1122)
- Rendering Animation (p. 1148)
- In Practice: Output/Render It (p. 1180)
- 25 Compositing Effects (p. 1183)
- Compositing Effects Overview (p. 1185)
- Understanding Video Post (p. 1187)
- Elements of Video Post (p. 1188)
- Working with Video Post (p. 1190)
- Using Scene Events (p. 1192)
- Using Image Input Events (p. 1196)
- Using Filter and Layer Events (p. 1200)
- Using Loop and External Events (p. 1211)
- Controlling Composite Output (p. 1211)
- Examining Motion Blur (p. 1212)
- In Practice: Compositing Effects (p. 1222)
- 26 Network Rendering (p. 1225)
- Networking Basics (p. 1227)
- The Components of 3DS MAX Network Rendering (p. 1229)
- Setting Up 3DS MAX for Network Rendering (p. 1231)
- Rendering a Job (p. 1234)
- Using Queue Manager (p. 1244)
- In Practice: Network Rendering (p. 1247)
- 27 Customize It (MAXScript) (p. 1249)
- Customizing the User Interface (p. 1250)
- Using the Macro Recorder (p. 1262)
- Creating a Scipted Right-Click Menu (p. 1272)
- Coding a Scripted Plug-In (p. 1278)
- In Practice: Customize It (MAXScript) (p. 1290)
- 28 Case Study: 3D Real Time
- 29 Case Study: 3D Visualization
- Index (p. 1292)