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020 |a 1118117816 
020 |a 9781118117798 
020 |a 9781118117804 
020 |a 1118117794 
020 |a 9781118117811 
020 |a 1118117808 
050 4 |a TR897.7 
100 1 |a Derakhshani, Randi 
245 0 0 |a Autodesk 3ds Max 2012 essentials  |b Autodesk official training guide  |c Randi L. Derakhshani, Dariush Derakhshani 
246 3 1 |a 3ds Max 2012 essentials 
260 |a Indianapolis, IN  |b Wiley Pub.  |c 2011 
300 |a xix, 379 pages  |b illustrations 
505 0 |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 
505 0 |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 
505 0 |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 
505 0 |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 
505 0 |a Includes index 
505 0 |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 
505 0 |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 
653 |a 3ds max (Computer file) / blmlsh 
653 |a Three-dimensional display systems / http://id.loc.gov/authorities/subjects/sh85135021 
653 |a 3ds max (Computer file) / http://id.loc.gov/authorities/names/n2001005223 
653 |a Computer graphics / fast 
653 |a Three-dimensional display systems / fast 
653 |a Computer animation / fast 
653 |a COMPUTERS / Digital Media / Video & Animation / bisacsh 
653 |a Animation par ordinateur 
653 |a Computer Graphics 
653 |a computer graphics / aat 
653 |a Visual Arts / hilcc 
653 |a Photography / hilcc 
653 |a Affichage tridimensionnel 
653 |a three-dimensional / aat 
653 |a Art, Architecture & Applied Arts / hilcc 
653 |a Computer animation / http://id.loc.gov/authorities/subjects/sh85029478 
653 |a Computer graphics 
653 |a 3ds max (Computer file) / fast 
653 |a computer animation / aat 
653 |a Infographie 
700 1 |a Derakhshani, Dariush 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
490 0 |a Autodesk official training guide 
776 |z 9781118117798 
776 |z 9781118117811 
776 |z 9781118016756 
776 |z 9781118117804 
776 |z 1118016750 
776 |z 1118117794 
776 |z 1118117808 
776 |z 1118117816 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781118117804/?ar  |x Verlag  |3 Volltext 
082 0 |a 006.6/96 
082 0 |a 770 
082 0 |a 302.231 
520 |a A guide to 3ds Max explains how to use the software to create a variety of animation, film effects, and games