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|a 1118117816
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|a 9781118117798
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|a 9781118117804
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|a 1118117794
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|a 9781118117811
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|a 1118117808
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|a TR897.7
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|a Derakhshani, Randi
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|a Autodesk 3ds Max 2012 essentials
|b Autodesk official training guide
|c Randi L. Derakhshani, Dariush Derakhshani
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|a 3ds Max 2012 essentials
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260 |
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|a Indianapolis, IN
|b Wiley Pub.
|c 2011
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300 |
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|a xix, 379 pages
|b illustrations
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|a Ch. 1 The 3ds Max Interface -- The Workspace -- User Interface Elements -- Viewports -- ViewCube -- Mouse Buttons -- Quad Menus -- The Caddy Interface -- Display of Objects in a Viewport -- Viewport Navigation -- Transforming Objects Using Gizmos -- Move -- Rotate -- Scale -- Graphite Modeling Tools Ribbon -- Command Panel -- Object Parameters and Values -- Modifier Stack -- Objects and Subobjects -- Time Slider and Track Bar -- File Management -- Setting a Project -- Version Up! -- The Essentials and Beyond -- ch. 2 Your First 3ds Max Project -- Starting to Model a Chest of Drawers -- Ready, Set, Reference! -- Ready, Set, Model! -- Modeling the Top -- I Can See Your Drawers -- Modeling the Bottom -- Creating the Knobs -- Editing the Profile -- Copying the Knob -- The Essentials and Beyond -- ch. 3 Modeling in 3ds Max: Part I -- Building the Red Rocket -- Creating Planes and Adding Materials -- Creating the Body -- Smoothing the Body
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|a The Essentials and Beyond -- ch. 6 Animating a Thrown Knife -- Anticipation and Momentum in Knife Throwing -- Blocking Out the Animation -- Trajectories -- Adding Rotation -- Adding Anticipation -- Follow-Through -- Transferring Momentum to the Target -- Parent and Child Objects -- The Essentials and Beyond -- ch. 7 Character Poly Modeling: Part I -- Setting Up the Scene -- Creating Planes and Adding Materials -- Adding the Materials -- Creating the Soldier -- 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 -- Putting On the Boots -- Creating the Hands -- The Essentials and Beyond -- ch. 9 Character Poly Modeling: Part III -- Creating the Head -- Merging In and Attaching the Head's Accessories -- The Essentials and Beyond -- ch. 10 Introduction to Materials: Red Rocket -- Materials
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|a 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 Physique Modifier -- Controlling the View -- Tweaking Physique -- The Essentials and Beyond -- ch. 13 Character Studio: Animating -- Character Animation -- Animating the Soldier -- Adding Freeform Animation -- Modifying Animation in the Dope Sheet -- The Essentials and Beyond -- ch. 14 Introduction to Lighting: Red Rocket -- Three-Point Lighting -- 3ds Max Lights -- Default Lights -- Standard Lights -- Target Spotlight -- Target Direct Light -- Free Spot or Free Direct Light -- Omni Light -- Lighting the Red Rocket -- 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
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|a 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 Frame -- Raytraced Reflections and Refractions -- Raytrace Material -- Tweaking the Render -- Raytrace Mapping -- Refractions Using the Raytrace Material -- Refractions Using Raytrace Mapping -- Rendering the Rocket -- Creating the Camera Move -- Adding Raytraced Reflections -- Turning On the Environment Effects -- Outputting the Render -- The Essentials and Beyond -- ch. 16 Mental Ray and HDRI -- Mental Ray Renderer -- Enabling the mental ray Renderer -- Mental Ray Sampling Quality -- Final Gather with mental ray -- Final Gather -- Mental Ray Materials -- 3ds Max Photometric Lights in mental ray Renderings -- 3ds Max Daylight System in mental ray Renderings -- HDRI -- The Essentials and Beyond
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|a Includes index
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|a Adding Detail to the Rocket Body -- Creating the Wheel Well -- Creating the Control Panel -- Creating the Back Wheel Axle Assembly -- Further Body Work -- Hold On to Your Seat -- The Essentials and Beyond -- ch. 4 Modeling in 3ds Max: Part II -- Creating the Thruster -- Using Lathe for the Thruster Shape -- Creating the 3D Object for the Thruster Detail -- Making the Wheels -- Creating the First Wheel -- Placing the Wheels -- Getting a Handle on Things -- Creating the Path -- Creating the Shape -- Editing the Loft Object -- Adding Detail -- The Essentials and Beyond -- ch. 5 Animating a Bouncing Ball -- Animating the Ball -- Copying Keyframes -- Using the Track View -- Curve Editor -- Reading Animation Curves -- Refining the Animation -- Editing Animation Curves -- Finessing the Animation -- Squash and Stretch -- Setting the Timing -- Moving the Ball Forward -- Adding a Roll -- Using the XForm Modifier -- Animating the XForm Modifier
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|a Compact Material Editor -- Standard -- Shaders -- Mapping the Rocket -- The Wheels -- Creating a Multi/Sub-Object Material -- Selecting Polygons -- Loading the MSO Material into the Material Editor -- Fine-tuning the Materials -- Applying a Bump Map -- Mapping the Fins: Introduction to Mapping Coordinates -- The Base Material -- Adding the Decal -- Using a UVW Mapping Modifier -- Mapping the Body -- Creating the Material -- Flipping the Decal -- The Control Panel -- Bring on the Nose, Bring on the Funk -- The Essentials and Beyond -- ch. 11 Textures and UV Workflow: The Soldier -- Mapping the Soldier -- UV Unwrapping -- Pelting the Left Arm UVs -- Pelting the Right Arm 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
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|a 3ds max (Computer file) / blmlsh
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|a Three-dimensional display systems / http://id.loc.gov/authorities/subjects/sh85135021
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|a 3ds max (Computer file) / http://id.loc.gov/authorities/names/n2001005223
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|a Computer graphics / fast
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|a Three-dimensional display systems / fast
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|a Computer animation / fast
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|a COMPUTERS / Digital Media / Video & Animation / bisacsh
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|a Animation par ordinateur
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|a Computer Graphics
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|a computer graphics / aat
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|a Visual Arts / hilcc
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|a Photography / hilcc
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|a Affichage tridimensionnel
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|a three-dimensional / aat
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|a Art, Architecture & Applied Arts / hilcc
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|a Computer animation / http://id.loc.gov/authorities/subjects/sh85029478
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|a Computer graphics
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|a 3ds max (Computer file) / fast
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|a computer animation / aat
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|a Infographie
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|a Derakhshani, Dariush
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|a eng
|2 ISO 639-2
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|b OREILLY
|a O'Reilly
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|a Autodesk official training guide
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776 |
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|z 9781118117798
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776 |
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|z 9781118117811
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776 |
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|z 9781118016756
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776 |
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|z 9781118117804
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776 |
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|z 1118016750
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776 |
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|z 1118117794
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776 |
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|z 1118117808
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776 |
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|z 1118117816
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856 |
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|u https://learning.oreilly.com/library/view/~/9781118117804/?ar
|x Verlag
|3 Volltext
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|a 006.6/96
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|a 770
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|a 302.231
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|a A guide to 3ds Max explains how to use the software to create a variety of animation, film effects, and games
|