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Mastering Autodesk 3ds Max 2013

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ISBN-10: 1118129717

ISBN-13: 9781118129715

Edition: 2012

Authors: Jeffrey Harper

List price: $99.95
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Description:

Get professional training in 3ds Max from this Autodesk Official Training GuideExtremely popular with video game designers as well as architects, 3ds Max offers integrated 3D modeling, animation, rendering, and compositing tools designed to streamline production. If you already have a working knowledge of 3ds Max basics, this official guide will take your skills to the next level. Detailed tutorials cover all the latest features of 3ds Max. From modeling, texturing, animation, and architectural visualization to high-level techniques for film, television, games, and more, this book provides professional-level instruction on 3ds Max.Those who are proficient in 3ds Max basics can take their 3D…    
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Book details

List price: $99.95
Copyright year: 2012
Publisher: John Wiley & Sons, Incorporated
Publication date: 8/31/2012
Binding: Paperback
Pages: 1008
Size: 7.40" wide x 9.20" long x 1.65" tall
Weight: 4.4
Language: English

Introduction
Getting to Know Autodesk�“ 3ds Max�“ 2013
Introducing the New 3ds Max 2013 Features
Getting Started with Autodesk 3ds Max
Touring the Interface
The Menu Bar
The Quick Access Toolbar
The Information Center Toolbar
The Main Toolbar
Docked and Floating Toolbars
Toolbar Flyouts
The Viewports
Tools for Working with the Viewports
Getting to Know the Command Panel
Understanding the 3ds Max Tools
Working with Objects
Selecting and Moving Objects
Rotating and Scaling Objects
Copying an Object
Selecting Multiple Objects
Naming Selection Sets
Editing Named Selection Sets
Getting the View You Want
Understanding the Perspective Viewing Tools
Using Multiple Viewports
Changing the Viewport Display and Confi guration
Working with the Custom UI And Defaults Switcher
The Bottom Line
Introducing Objects
Understanding Standard Primitives
Adjusting an Object���s Parameters
Accessing Parameters
Introducing the Standard Primitive Objects
Modeling Standard Primitives with Modifi ers
Adding a Modifier
Accessing Modifier Parameters
Placing Modifiers Where You Want Them
Using the Modifier Stack Tools
How 3ds Max Sees Objects
Making Clones That Share Properties
Creating an Instance Clone
Creating a Reference Clone
Scaling and Rotating Objects with Transform Tools
Making a Clone Unique
Cloning a Modifier
Introducing Extended Primitives
Modeling a Couch
Working with Groups
Grouping the Components of the Couch
Working within Groups
Disassembling Groups
The Bottom Line
Creating Shapes with Splines
Drawing with Splines
Drawing Straight-Line Segments
Constraining Lines Vertically and Horizontally
Drawing Curves
Lathing a Spline
Modifying a Shape Using Sub-object Levels
Adjusting the Lathe Axis
Flipping Surface Normals
Smoothing Spline Corners
Adjusting Tangent Handles
Creating Thickness with a Spline
Detailing the Wineglass Base
Finishing the Wineglass
Outlining and Extruding Splines
Drawing Accurate Splines
Giving Walls Thickness
Using Grids and Snaps to Align Objects Accurately
Adjusting a Wall Location
Combining and Extruding Primitive Splines
Combining Splines
Joining Closed Splines with Boolean Tools
Creating a Solid Form with Splines
Introducing the Other Spline Types
Editing Splines
Placing and Beveling Text
The Bottom Line
Editing Meshes and Creating Complex Objects
Creating Openings in a Wall with Boolean Operations
Hiding Shapes That Get in the Way
Creating the Shape of the Opening
Subtracting the Opening from the Wall
Creating Multiple Openings in a Single Wall
Making Changes to the Opening
Tracing a Sketch
Using a Bitmap Image
Scaling the Image Plane to the Model���s Size
Tracing the Image
Building Objects from Traced Lines
Editing Meshes
Creating a Tapered Wall
Converting the Spline to a Mesh
Moving a Single Mesh Vertex
Tapering the Top of the Wall
Using Instanced Clones to Create Symmetrical Forms
Adding a User Grid to Aid Tracing
Building the Tower Walls
Adding the Vaulted Ceiling
Creating the Smaller Towers
Drawing the Remaining Walls
Attaching Objects to a Mesh
Smoothing Meshes
Smoothing within a Mesh
The Smooth Modifi er
Creating and Modifying Objects Using Box Modeling
Preparing a Box for Box Modeling
Using the Transform Toolbox
Creating Clones with Array and Snapshot
Creating a Pew Grid with Array
Creating a Multitransform Polar Array
Creating Multiple Clones Using Snapshot
The Bottom Line
Working with External Design Data
Creating Topography with Splines
Updating Changes from an AutoCAD File
Exploring Terrain Options
Setting Up an AutoCAD Plan for 3ds Max
Importing AutoCAD Plans into 3ds Max
Extruding the Walls
Extruding Exterior Wall Headers
Extruding the Mullions
Creating Interior Wall Headers
Adding Glass
Creating a Floor with Openings
Exploring the Manage Links Dialog Box
Editing Linked AutoCAD Files
Understanding the Block Node Hierarchy
Understanding the Manage Links Options
Understanding File Link Settings
Importing Adobe Illustrator Files into 3ds Max
Importing Autodesk Inventor Files into 3ds Max
Using the Substitute Modifier with Linked Geometry
Importing a Truss
Linking Revit Files into 3ds Max
Linking the Revit File in 3ds Max
Using the Scene Explorer
Importing FBX Files into 3ds Max
The Bottom Line
Organizing and Editing Objects
(Re)Naming Objects
Renaming the Ceiling Fixtures
Organizing Objects by Layers
Setting Up Layers
Assigning Objects to Layers
Assigning Color to Layers
Understanding the Icons in the Layer Dialog Box
Lofting an Object
Setting Up the Shapes to Form the Pedestal
Lofting a Shape along a Path
Using Different Shapes along the Loft Path
Fine-Tuning a Loft Object
Using the Instance Clones to Edit the Loft
Using the Noise Modifier
Modeling with Soft Selection
Extruding with the Sweep Modifier
Aligning Objects
The Bottom Line
Light and Shadow
Lighting Your Model
Understanding the Types of Lights
Adding a Spotlight to Simulate the Sun
Moving a Light
Editing a Spotlight
Changing the Light Type
Rendering a View
Ambient Light
Faking Radiosity
Adding a Highlight with an Omni Light
Looking at Omni Light Options
Adding Shadow Effects
Softening Shadow Edges
Understanding Shadow Maps
Using Ray-Traced Shadows
Using Advanced Ray Traced and Area Shadows
Playing in the Shadows
Using Two Suns
Adding a Second Sun
Using Unseen Objects to Cast Shadows
Using a Clone to Cast Shadows
Using the Light Lister
Using Scene States
The Bottom Line
Enhancing Models with Materials
Understanding Bitmap Texture Maps
Diffuse Color Maps
Surface Properties
The Architectural Material���s Physical Qualities Rollout
The Special Effects Rollout
Ink ���n Paint Material
DirectX Shader
Adding Materials to Objects
Adding a Map Path to Help 3ds Max Find Bitmaps
Understanding Material Libraries
Editing Materials
Using Bump Maps
Creating a New Material
Adding Material Mapping Coordinates
Understanding Mapping Coordinates
What Happens When You Add the Mapping Coordinates?
Adjusting the UVW Map Gizmo
Using the Standard Material
Map Scalar Modifi ers
Spline Mapping
Adding Entourage
Hiding Unwanted Surfaces with Opacity Maps
Adjusting an Object to a Bitmap Shape
Assigning Materials to Parts of an Object
Creating a Multi/Sub-object Material
Applying a Sub-material to an Object���s Surface
Exploring the Autodesk Materials
Adjusting the Autodesk Material Parameters
Using the Material Explorer
The Material Utilities
Modeling with Displacement Maps
Using the Displace Modifi er
Using the Material Editor to Create Displaced Geometry
Converting a Displacement Map into an Editable Mesh
Creating an Editable Mesh from a Displacement Map
Additional Mapping and Material Features
The Bottom Line
Using the Camera
Understanding the 3ds Max Camera
Adding a Camera
3ds Max Viewport Improvements
Editing the Camera Location with the Viewport Tools
Setting Up an Interior View
Creating an Environment
Making Adjustments to the Background
Using Immersive Environments for Animation
Creating a Believable Background
Using a Texture Map and Hemisphere for the Sky
Using Render Types
Using Render Elements for Compositing
Matching Your Scene to a Background Image
Setting Up the Model and the Image
Adding the Background Image
Adding the Camera Match Points
Aligning the Camera Match Points to the Background Image
Fine-Tuning a Camera-Matched View
Matching the Design Image Quality to the Background
Standard Cinematic Terminology
The Bottom Line
Organizing Objects and Scene Management
Gaining Access to Materials and Objects from Other Files
Arranging Furniture with XRefs and the Asset Browser
Replacing Objects with Objects from an External File
Substituting Objects for Faster Viewport Performance
Importing Files with the Asset Browser
Arranging Furniture with XRef Scenes
Using the Rendered Frame Window
Copying the Rendered Image
Printing Images
Opening Multiple RFWs for Comparisons
Zooming, Panning, and Controlling Channels in the RFW
Obtaining Colors from External Bitmap Files
Tracking and Locating a Scene���s Assets
Creating Panoramas
Publishing a DWF File
The Bottom Line
Understanding Animation
Understanding the World of Video Time
Creating a Quick-Study Animation
Adding Camera Motion
Adjusting the Camera Path
Viewing the Camera Trajectory
Controlling the Camera Trajectory Visibility
Creating a Preview Animation
Understanding Keyframes
Increasing the Number of Frames in an Animation Segment
Accelerating and Decelerating the Camera Motion Smoothly
Editing Keyframes
Adding More Frames for Additional Camera Motion
Adding Frames to the End of a Segment
Adjusting the Camera Motion through a Keyframe
Compressing and Expanding Time
Adjusting the Camera Trajectory Using the Track View
Increasing the Number of Frames between Selected Keys
Speeding Up the Preview Rendering Time
Adding Frames to the Beginning of a Segment
Other Options for Previewing Your Motion
Moving the Camera Target over Time
Controlling Lights over Time
The Bottom Line
Creating Animations, Particles, and Dynamics
Rendering the Animation
Creating a Study Animation
Creating a Quick Overall Study Animation
Adding a Moving Car
Automating the Output of Multiple Still Images
Setting Up a Camera for Elevations
Setting Up the Four Elevations
Rendering a Shadow Study
Adjusting for True North
Changing from an IES Sun to a Standard Light
Creating a Walkthrough
Fine-Tuning the Camera���s Orientation
Adjusting the Camera���s Timing
Adjusting the Path
The Animation File Output Options
True Color vs 256 Colors
File Naming in Animations
Choosing an Image Size
The AVI Codecs
Using MassFX to Animate Objects
Assigning Properties to Simulation Objects
Setting Up and Running the Simulation
Refining the Settings
Using MassFX mCloth
Using Particle Systems
Creating the Initial Flow
Adding and Editing the Operators
Adding Materials and Space Warps
Adding Deflectors
The Bottom Line
Rigging for Animation
Creating Parent���Child Hierarchies
Using the Morpher Modifier
Animating the Morpher Modifier
Assembling an Articulated Luminaire
Transforming Pivot Points
Aligning the Light Source with the Fixture
Using Schematic View
Understanding Bones
Understanding Biped
The Bottom Line
Advanced Rendering Using mental ray
Understanding mental ray
Setting Up mental ray
The Material Editor and mental ray
Using Photon Maps
Testing the Photon Map Effects
Final Gathering
Reviewing the Basic mental ray Workflow
Contour Renderings
Using the mr Multi/Sub-Map Material
Skylight Global Illumination
Image-Based Lighting and Skylight
Using High Dynamic Range Images
Using mr Proxy Objects
Using IES Files
The Bottom Line
Finishing It Off: Atmosphere, Effects, and Compositing
Adding Atmospheric Effects
Creating a Volume Light
Adjusting the Volume Light Parameters
Adding Fog
Adding a Fire Effect
Using Hair And Fur
Adjusting the Hair And Fur Parameters
Refi ning the Hair And Fur Parameters
Using Glare
Assigning the Glare Output Shader
Using Depth of Field
Creating Stereoscopic Renders in 3ds Max
Using Autodesk Composite 2013
Composite the Stereo Pair into an Anaglyph Image
The Bottom Line
The Bottom Line
Getting to Know Autodesk�“ 3ds Max�“ 2013
Introducing Objects
Creating Shapes with Splines
Editing Meshes and Creating Complex Objects
Working with External Design Data
Organizing and Editing Objects
Light and Shadow
Enhancing Models with Materials
Using the Camera
Organizing Objects and Scene Management
Understanding Animation
Creating Animations, Particles, and Dynamics
Rigging for Animation
Advanced Rendering Using mental ray
Finishing It Off: Atmosphere, Effects, and Compositing
Appendix B
Index