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