3ds Max 2012 Bible (Bible) (PAP/CDR)

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3ds Max 2012 Bible (Bible) (PAP/CDR)

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 1250 p.
  • 言語 ENG
  • 商品コード 9781118022207
  • DDC分類 006

Full Description


Updated version of the bestselling 3ds Max book on the market 3ds Max 2012 Bible is one of the most popular 3ds Max how-tos on the market. If you're a beginner just itching to create something right away, the Quick Start project in Part 1 is for you. If you're an experienced user checking out 3ds Max 2012's latest and greatest features, you'll love the fact that the 3ds Max 2012 Bible continues to be the most comprehensive reference on this highly complex application. Find out what's new, what's tried and true, and how creative you can get using the tips, tricks, and techniques in this must-have guide. Don't miss the 16-page color insert with examples from cutting-edge 3D artists, as well as the DVD packed with all kinds of extras.* Loaded with expert advice, timesaving tips, and more than 150 step-by-step tutorials * Highlights the work of some of today's most cutting-edge 3D artists in a 16-page color insert * Includes a companion DVD with all examples from the book, including unique models and texture that you can customize * DVD also features 500 pages of extra content from previous editions of the 3ds Max Bible, including a set of Quick Start tutorials If you want to gain 3ds Max 2012 skills, whether you're just beginning or not, this is the book you need to succeed.

Contents

Preface xxxviii Acknowledgments xliv Part Iwith 3ds Max 1 Quick Start: Laying Siege to the Castle Wall 3 Chapter 1: Exploring the Max Interface 17 Chapter 2: Controlling and Configuring the Viewports 43 Chapter 3: Working with Files, Importing, and Exporting 81 Chapter 4: Changing Interface Units and Setting Preferences 113 Part II: Working with Objects 127 Chapter 5: Creating and Editing Primitive Objects 129 Chapter 6: Selecting Objects and Setting Object Properties 161 Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping 193 Chapter 8: Cloning Objects and Creating Object Arrays 223 Chapter 9: Grouping, Linking, and Parenting Objects 245 Part III: Modeling Basics 257 Chapter 10: Accessing Subobjects and Using Modeling Helpers 259 Chapter 11: Introducing Modifiers and Using the Modifier Stack 273 Chapter 12: Drawing and Editing 2D Splines and Shapes 307 Chapter 13: Modeling with Polygons 351 Chapter 14: Using the Graphite Modeling Tools and Painting with Objects 385 Part IV: Materials, Cameras, and Lighting Basics 427 Chapter 15: Using the Slate Material Editor 429 Chapter 16: Creating and Applying Standard Materials 447 Chapter 17: Adding Material Details with Maps 461 Chapter 18: Creating Compound Materials and Using Material Modifiers 501 Chapter 19: Configuring and Aiming Cameras 515 Chapter 20: Using Lights and Basic Lighting Techniques 533 Part V: Animation and Rendering Basics 563 Chapter 21: Understanding Animation and Keyframes 565 Chapter 22: Animating with Constraints and Simple Controllers 589 Chapter 23: Rendering a Scene and Enabling Quicksilver 611 Chapter 24: Rendering Non-Photorealistic Effects 635 Part VI: Advanced Modeling 639 Chapter 25: Building Complex Scenes with Containers, XRefs, and the Schematic View 641 Chapter 26: Deforming Surfaces and Using the Mesh Modifiers 673 Chapter 27: Working with Compound Objects 697 Chapter 28: Working with Solids and Body Objects 735 Chapter 29: Adding and Styling Hair and Fur, and Using Cloth 743 Part VII: Advanced Materials 761 Chapter 30: Using Specialized Material Types 763 Chapter 31: Working with Procedural Substance Textures 775 Chapter 32: Painting in the Viewport Canvas and Rendering Surface Maps 781 Chapter 33: Unwrapping UVs and Mapping Textures 797 Chapter 34: Creating Baked Textures and Normal Maps 833 Part VIII: Advanced Animation Techniques 845 Chapter 35: Using Animation Layers, Modifiers, and Complex Controllers 847 Chapter 36: Animating with the Expression Controller and Wiring Parameters 883 Chapter 37: Working with the F-Curve Editor in the Track View 901 Part IX: Working with Characters 939 Chapter 38: Understanding Rigging, Kinematics, and Working with Bones 941 Chapter 39: Animating Characters with CAT 967 Chapter 40: Skinning Characters 989 Part X: Dynamic Animation 1007 Chapter 41: Creating Particles and Particle Flow 1009 Chapter 42: Using Space Warps 1039 Chapter 43: Simulating Physics-Based Motion with MassFX 1063 Chapter 44: Animating Hair and Cloth 1079 Part XI: Advanced Lighting and Rendering 1087 Chapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity 1089 Chapter 46: Using Atmospheric and Render Effects 1107 Chapter 47: Rendering with mental ray and iray 1139 Chapter 48: Batch and Network Rendering 1157 Chapter 49: Compositing with Render Elements and the Video Post Interface 1173 Appendix A: What s New with 3ds Max 2012 1203 Appendix B: What s on the CD-ROM 1207 Index 1211

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