Front cover image for Autodesk 3ds max 2014 essentials : Autodesk official press

Autodesk 3ds max 2014 essentials : Autodesk official press

Great guide to the fundamentals of Autodesk 3ds Max 2014 This Autodesk Official Press guide is just what you need to learn the basics of Autodesk 3ds Max 2014 quickly and easily.
Print Book, English, 2013
Wiley-sybex, San francisco, 2013
9781118575147, 1118575148
1002068339
Ch. 1 The 3ds Max Interface
The Workspace
User-Interface Elements
Viewports
ViewCube
Mouse Buttons
Quad Menus
Display of Objects in a Viewport
Viewport Navigation
Transforming Objects Using Gizmos
Graphite Modeling Tools Set
Command Panel
Object Parameters and Values
Modifier Stack
Objects and Sub-Objects
Time Slider and Track Bar
File Management
Setting a Project
Version Up!
The Essentials and Beyond
ch. 2 Your First 3ds Max Project
Setting Up a Project Workflow
Ready, Set, Go ... Set Project!
Ready, Set, Reference!
Time to Model a Clock!
Modeling in Sub-Object Mode
Bring on the Bevel
Chamfer Time
In Splines We Trust
One Lathe to Make a Whole
Introducing the Dynamic Duo: Extrude & Bevel
Bringing It All Together
The Essentials and Beyond
ch. 3 Modeling in 3ds Max: Architectural Model Part I
Units Setup
Importing a CAD Drawing. Creating the Walls
Creating the Doors
Creating the Window
Adding a Floor and Ceiling
Creating Baseboard Moldings
The Essentials and Beyond
ch. 4 Modeling in 3ds Max: Architectural Model Part II
Modeling the Couch
Blocking Out the Couch Model
Using NURMS to Add Softness
Adding Details to the Couch
The Chaise Lounge
Creating the Couch Feet
Modeling the Lounge Chair
Creating Image Planes
Adding the Materials
Building the Splines for the Chair Frame
Creating the Chair Cushion
Creating the Lounge Chair's Base
Bringing It All Together
The Essentials and Beyond
ch. 5 Introduction to Animation
Animating the Ball
Copying Keyframes
Using the Track View-Curve Editor
Reading Animation Curves
Refining the Animation
Editing Animation Curves
Squash and Stretch
Setting the Timing
Moving the Ball Forward
Using the XForm Modifier
Animating the XForm Modifier. The Essentials and Beyond
ch. 6 Animation Principles
Anticipation and Momentum in Knife Throwing
Blocking Out the Animation
Trajectories
Adding Rotation
Adding Anticipation
Following Through
Transferring Momentum to the Target
The Essentials and Beyond
ch. 7 Character Poly Modeling: Part I
Setting Up the Scene
Creating Image Planes
Adding the Material to the Image Plane
Beginning the Soldier Model
Forming the Torso
Creating the Arms
Creating the Legs
Fixing Up the Body
The Essentials and Beyond
ch. 8 Character Poly Modeling: Part II
Completing the Main Body
Creating the Accessories
Utility Belt
Pouch
Vest
Leg Strap
Gun Holster
Putting on the Boots
Creating the Hands
The Essentials and Beyond
ch. 9 Character Poly Modeling: Part III
Creating the Head
Outlining the Head
Rounding Out the Face
Creating the Back of the Head
Mirroring the Head. Merging and Attaching the Head's Accessories
The Essentials and Beyond
ch. 10 Introduction to Materials: Interiors and Furniture
The Slate Material Editor
Material Types
Standard Materials
Mental ray Material Types
Shaders
Mapping the Couch and Chair
Creating a Standard Material
Applying the Material to the Couch
Adding a Bitmap
Introduction to Mapping Coordinates
Applying the Material to the Lounge Chair
Mapping the Window and Doors
Creating a Multi/Sub-Object Material
The Essentials and Beyond
ch. 11 Textures and UV Workflow: The Soldier
UV Unwrapping
Pelting the Arms UVs
Unwrapping and Using Pelt for the Head
Seaming the Rest of the Body
Unfolding the Rest of the Body
Applying the Color Map
Applying the Bump Map
Applying the Specular Map
The Essentials and Beyond
ch. 12 Character Studio: Rigging
Character Studio Workflow
General Workflow. Associating a Biped with the Soldier Model
Creating and Modifying the Biped
Adjusting the Torso and Arms
Adjusting the Neck and Head
Applying the Skin Modifier
Tweaking the Skin Modifier
Controlling the View
The Essentials and Beyond
ch. 13 Character Studio: Animation
Animating the Soldier
Adding a Run-and-Jump Sequence
Adding Freeform Animation
Modifying Animation in the Dope Sheet
The Essentials and Beyond
ch. 14 Introduction to Lighting: Interior Lighting
Three-Point Lighting
3ds Max Lights
Standard Lights
Target Spotlight
Target Direct Light
Free Spot or Free Direct Light
Omni Light
Lighting a Still Life in the Interior Space
Selecting a Shadow Type
Shadow Maps
Raytraced Shadows
Atmospheres and Effects
Creating a Volumetric Light
Adding Shadows
Excluding an Object from a Light
Adding a Volumetric Effect
Volume Light Parameters
Light Lister. The Essentials and Beyond
ch. 15 3ds Max Rendering
Rendering Setup
Common Tab
Choosing a Filename
Rendered Frame Window
Render Processing
Assign Renderer
Rendering the Bouncing Ball
Cameras
Creating a Camera
Using Cameras
Talk Is Cheap!
Animating a Camera
Clipping Planes
Safe Frames
Raytraced Reflections and Refractions
Raytrace Material
Raytrace Mapping
Refractions Using the Raytrace Material
Refractions Using Raytrace Mapping
Rendering the Interior and Furniture
Adding Raytraced Reflections
Outputting the Render
The Essentials and Beyond
ch. 16 Mental ray
Mental Ray Renderer
Enabling the mental ray Renderer
Mental Ray Sampling Quality
Final Gather with mental ray
Basic Group
Advanced Group
The mental ray Rendered Frame Window
Mental Ray Materials
Using Arch & Design Material Templates
Creating Arch & Design Materials. Multi/Sub-Object Material and Arch & Design
3ds Max Photometric Lights in mental ray Renderings
3ds Max Daylight System in mental ray Renderings
The Essentials and Beyond