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Inside 3D Studio Max 3 / by Jeffrey Abouaf ... [et al.].

Contributor(s): Material type: TextTextPublication 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
Subject(s): DDC classification:
  • 006.686 MIL
  • 006.6/96
Holdings
Item type Current library Call number Copy number Status Date due Barcode
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
Standard Loan Thurles Library Main Collection 006.696 ABO (Browse shelf(Opens below)) Available R05862AKRCT
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)

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