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Getting started in 3D with 3ds Max : model, texture, rig, animate, and render in 3ds Max / Ted Boardman.

By: Material type: TextTextPublication details: New York : Focal Press, 2013.Description: xii, 505 p. : col. ill. ; 25 cmISBN:
  • 0240823958
  • 9780240823959
Subject(s): DDC classification:
  • 006.696 BOA
Holdings
Item type Current library Call number Copy number Status Date due Barcode
Standard Loan Moylish Library Main Collection 006.696 BOA (Browse shelf(Opens below)) 1 Available 39002100443937

Enhanced descriptions from Syndetics:

Learning a 3D visualization software is a daunting task under any circumstances and while it may be easy to find online tutorials that tell you what to do to perform certain tasks you'll seldom learn "why" you are performing the steps. This book approaches training from a top-down perspective way you will first learn important concepts of 3D visualization and functionality of 3ds Max before moving into the finer detail of the command structure. By learning how things work and why you might choose one method over another the book will not only teach you where the buttons are, but more importantly how to think about the holistic process of 3D design so that you can then apply the lessons to your own needs. The goal of the learning presented here is to familiarize the new user of 3ds Max with a typical workflow from a production environment from planning to modeling, materials, and lighting, and then applying special effects and compositing techniques for a finished product.

Includes index.

Table of contents provided by Syndetics

  • If you are using 3ds Max Design (p. xi)
  • Part 1 Concepts (p. 1)
  • Chapter 1 User Interface (p. 3)
  • 1.1 User Interface Overview (p. 4)
  • Viewports (p. 4)
  • Application Button (p. 6)
  • Pull-down Menus (p. 7)
  • Main Toolbar (p. 7)
  • Ribbon Menu (p. 8)
  • Command Panel (p. 8)
  • Timeline (p. 9)
  • Status Line (p. 9)
  • Animation Playback (p. 9)
  • Navigation Buttons (p. 10)
  • Quad Menus (p. 10)
  • 1.2 Viewport Display Types (p. 11)
  • Viewport Labels (p. 11)
  • Orthographic Viewports (p. 12)
  • 1.3 Ul Navigation (p. 13)
  • 1.4 Viewport Navigation (p. 19)
  • 1.5 File Management (p. 26)
  • Chapter 2 Creating Objects (p. 35)
  • 2.1 Object Types (p. 36)
  • 2.2 Creating Primitives (p. 38)
  • Chapter 3 Object Transforms (p. 47)
  • 3.1 Reference Coordinate Systems (p. 48)
  • 3.2 Transforms (p. 58)
  • 3.3 Transform Type-In (p. 65)
  • 3.4 Pivot Points (p. 69)
  • Chapter 4 Object Selection (p. 73)
  • 4.1 Object Naming (p. 74)
  • 4.2 Object Selection (p. 77)
  • 4.3 Select by Name (p. 84)
  • 4.4 Scene Explorer (p. 87)
  • Chapter 5 Object Cloning (p. 93)
  • 5.1 Cloning Concepts (p. 94)
  • 5.2 Clone Types (p. 94)
  • Copy Clone (p. 95)
  • Instance Clone (p. 95)
  • Reference Clone (p. 95)
  • 5.3 Transform Cloning (p. 96)
  • 5.4 Edit Menu Cloning (p. 100)
  • Chapter 6 Scene Setup (p. 103)
  • 6.1 Units Setup (p. 104)
  • 6.2 Grid and Snaps (p. 108)
  • 6.3 Maxstart.max Prototype File (p. 111)
  • Chapter 7 2D Shapes (p. 115)
  • 7.1 2D Shape Concepts (p. 116)
  • 7.2 Create Basic Shapes (p. 116)
  • 7.3 Compound Shapes (p. 119)
  • 7.4 SubObject Editing (p. 128)
  • Chapter 8 Modifiers (p. 133)
  • 8.1 Modifier Concepts (p. 134)
  • 8.2 Applying Modifiers (p. 134)
  • 8.3 Editing Modifiers (p. 138)
  • 8.4 Modifier Stack View (p. 142)
  • Chapter 9 Lofting (p. 149)
  • 9.1 Lofting Concepts (p. 150)
  • The Lofting Process (p. 152)
  • 9.2 Lofting an Object (p. 152)
  • 9.3 Editing a Lofted Object (p. 161)
  • Chapter 10 Lighting Basics (p. 169)
  • 10.1 Lighting Concepts (p. 170)
  • 10.2 Photometric Lighting (p. 175)
  • 10.3 Create Lights (p. 175)
  • 10.4 Light Parameters (p. 181)
  • 10.5 Light Distribution (p. 188)
  • 10.6 Three-Point Lighting (p. 190)
  • Chapter 11 Materials (p. 195)
  • 11.1 Material Concepts (p. 196)
  • 11.2 Slate Material Editor (p. 197)
  • 11.3 Create and Assign Materials (p. 202)
  • Chapter 12 Mapping Coordinates (p. 211)
  • 12.1 Mapping Coordinate Concepts (p. 211)
  • 12.2 UVW Map Modifier (p. 213)
  • 12.3 Sizing Maps Correctly (p. 216)
  • Chapter 13 Camera Basics (p. 221)
  • 13.1 Camera Concepts (p. 222)
  • 13.2 Target and Free Cameras (p. 222)
  • 13.3 Camera Parameters (p. 226)
  • 13.4 Camera Viewport Controls (p. 228)
  • 13.5 Camera Principles (p. 232)
  • Safe Frames (p. 233)
  • Rule-of-Thirds (p. 235)
  • Camera Shots (p. 236)
  • Chapter 14 Rendering Basics (p. 241)
  • 14.1 Mental Ray Concepts (p. 242)
  • 14.2 Render Setup (p. 242)
  • 14.3 Rendered Frame Window (p. 246)
  • 14.4 Rendered Files Types (p. 250)
  • Part 2 Workflow (p. 255)
  • Chapter 15 Create 3D Primitives (p. 259)
  • 15.1 The Landscape (p. 259)
  • 15.2 The Windmill and Base (p. 262)
  • 15.3 The Domed Roof (p. 264)
  • 15.4 The Platform Walkway (p. 265)
  • 15.5 The Railing Post (p. 267)
  • 15.6 Align Objects (p. 268)
  • Chapter 16 Procedural Modeling (p. 273)
  • 16.1 Adding Modifiers (p. 274)
  • 16.2 Merge and Clone Objects (p. 279)
  • Chapter 17 Subobject Editing (p. 287)
  • 17.1 Edit Mesh Modifier and Editable Mesh (p. 288)
  • 17.2 Changing Topology (p. 293)
  • Chapter 18 Geometry Types (p. 297)
  • 18.1 Mesh Editing Tools (p. 298)
  • 18.2 Poly Editing Tools (p. 301)
  • 18.3 Patch Grid (p. 306)
  • Chapter 19 More Object Cloning (p. 311)
  • 19.1 The Array Tool (p. 312)
  • 19.2 The Spacing Tool (p. 316)
  • 19.3 The Object Paint Tool (p. 319)
  • Chapter 20 Graphite Modeling Tools (p. 323)
  • 20.1 Introduction to Graphite Modeling Tools (p. 324)
  • 20.2 Graphite Modeling Tools Workflow (p. 328)
  • Chapter 21 Compound Objects (p. 333)
  • 21.1 ProBoolean Compound Object (p. 334)
  • 21.2 ShapeMerge Compound Object (p. 336)
  • 21.3 Scatter Compound Object (p. 340)
  • Chapter 22 Exterior Daylight (p. 343)
  • 22.1 Exterior Daylight (p. 344)
  • 22.2 Introduction to Shadows (p. 351)
  • 22.3 mr Physical Sky (p. 352)
  • Chapter 23 More Materials (p. 355)
  • 23.1 More on Arch & Design Material (p. 355)
  • 23.2 Substance Maps (p. 362)
  • 23.3 Material Libraries (p. 366)
  • Chapter 24 Multiple Materials (p. 371)
  • 24.1 Multi/Subobject Material (p. 372)
  • 24.2 Blend Material (p. 377)
  • 24.3 Multiple Mapping Modifiers (p. 381)
  • Chapter 25 Introduction to Animation (p. 385)
  • 25.1 Animation User Interface (p. 386)
  • 25.2 Keyframe Animation (p. 388)
  • 25.3 Animating Modifiers (p. 393)
  • Chapter 26 Intermediate Modeling (p. 397)
  • 26.1 More Graphite Modeling Tools (p. 398)
  • 26.2 Lofting (p. 404)
  • Chapter 27 Intermediate Animation (p. 411)
  • 27.1 Controllers and Constraints (p. 412)
  • 27.2 Track View-Curve Editor (p. 416)
  • 27.3 Hierarchical Linking (p. 418)
  • Chapter 28 Global Illumination (p. 423)
  • 28.1 Introduction to Global Illumination (p. 424)
  • 28.2 Global Illumination in 3ds Max (p. 425)
  • 28.3 Final Gathering (p. 429)
  • 28.4 Ambient Occlusion (p. 431)
  • Chapter 29 Effects (p. 435)
  • 29.1 Atmospheric Effects (p. 436)
  • 29.2 Introduction to Particle Flow (p. 443)
  • Chapter 30 Introduction to IK/FK (p. 449)
  • 30.1 Inverse Kinematics and Forward Kinematics (p. 450)
  • 30.2 Hierarchical Linking and Pivot Points (p. 450)
  • 30.3 The HI Solver (p. 456)
  • Chapter 31 Introduction to CAT (p. 461)
  • 31.1 Character Animation Tools (p. 462)
  • Chapter 32 Dynamics (p. 473)
  • 32.1 Introduction to MassFX (p. 474)
  • 32.2 MassFX Simulations (p. 474)
  • Chapter 33 Introduction to Scripting (p. 483)
  • 33.1 MAXScript (p. 484)
  • 33.2 Open a MAXScript (p. 485)
  • 33.3 Run a Script (p. 487)
  • Chapter 34 Intermediate Rendering (p. 491)
  • 34.1 Alpha Channel (p. 491)
  • 34.2 Render Elements (p. 497)
  • Index (p. 501)

Author notes provided by Syndetics

Ted Boardman has been author or co-author of 14 books on 3ds Max which have been sold worldwide in many languages. He is an award-winning 3ds Max trainer specializing in fundamental training techniques and has worked with 3ds Max since its inception.

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