Learning Autodesk 3ds Max Design 2010 Essentials

The Official Autodesk 3ds Max Reference
Autodesk (Autor)
Focal Press
1. Auflage | erschienen am 2. Mai 2013 | 640 Seiten
E-Book | ePUB mit Adobe DRM | Systemvoraussetzungen
978-1-136-13741-9 (ISBN)
Learning Autodesk 3ds Max XXXX Essentials is a superb end-to-end reference that provides users with complete info on all of the features and options available in the latest version of 3ds Max, so that users can learn how to use 3ds Max confidently in a production environment. Each chapter offers a series of lessons - which introduce the functional areas of Max and go over all associated features (with examples), and then a lab (which demonstrates a practical application of the lesson). Together, all of the lessons deliver and sound and complete approach to revealing the functions, features, and principles of 3ds Max XXXX. New Bonus section on MaxScript covering techniques for automating repetitive tasks and customizing 3ds Max to make you more productive.The DVD includes: Project Scene & support files, Free models & texture maps from Turbo Squid, NEW!! HIGH VALUE: Autodesk product Sketchbook Pro (for character development) valued at $199.99 US.
Oxford | Großbritannien
Taylor & Francis Ltd
Für höhere Schule und Studium
978-1-136-13741-9 (9781136137419)
1136137416 (1136137416)
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Autodesk's Media and Entertainment division produces award-winning software tools designed for digital media creation, management and delivery across all disciplines: from film and television visual effects, color grading and editing to animation, game development, web/interactive, and design visualization. Autodesk Media and Entertainment is based in Montreal, Quebec, Canada.
3ds Max XXXX: presently under NDA. Autodesk 3ds Max Essentials - FULLY UPDATED FOR LATEST VERSION + ALL NEW BONUS SECTION ON MAXSCRIPTIntroduction - Understanding Autodesk 3ds MaxChapter 1 - Getting StartedThe Getting Started chapter contains a functional overview of the essential tools and principles of 3ds Max. Lesson 1: The User InterfaceLesson 2: lab (title tbd)Lesson 3: Files and ObjectsLesson 4: Transform ToolsLesson 5: Modifiers**REFERENCE SECTION ADDEDChapter 2 - ModelingThe Modeling chapter covers low polygon modeling techniques, with a thorough explanation of what lies at the sub-object level. Other techniques include spline modeling. Perform spline modeling by taking 2D elements and turning them into 3D volumes, with the help of modifiers and compound objects. Also included is a lab that illustrates several polygon modeling techniques to build an underwater scene.Lesson 6: Low-Poly ModelingLesson 7: ShapesLesson 8: Using Compound ObjectsLesson 9: Modeling Lab**REFERENCE SECTION ADDEDChapter 3 - Animation The Modeling chapter covers some basic animation techniques and terminology, as well as hierarchies and relationships between objects. One lesson is dedicated to the use of Biped, a character animation tool. The Biped tool automates the creation of a skeleton that goes inside the body of the character you want to animate. In the animation lab at the end of the chapter, you'll animate various pieces of a chess board.Lesson 10: Animation BasicsLesson 11: HierarchiesLesson 12: Character Animation: BipedLesson 13: Animation Lab**REFERENCE SECTION ADDEDChapter 4 - Materials and MappingThe Materials and Mapping chapter covers the Material Editor and the creation of simple and moderately complex materials. The first lesson covers basic Material Editor manipulation and its user interface. The second lesson covers the use of maps and their importance in a material definition. The third chapter takes the level of difficulty to the next level by discussing mapping coordinates and mapping types. Lastly, a lab illustrates how to create and apply materials to the underwater scene you created in the modeling lab.Lesson 14: MaterialsLesson 15: Using MapsLesson 16: Mapping CoordinatesLesson 17: Materials and Mapping Lab**REFERENCE SECTION ADDEDChapter 5 - RenderingThe Rendering chapter discusses the use of lights, cameras and rendering output techniques. This includes basic theory of camera shots and motion, basic lighting techniques, global illumination engines, and batch rendering. The final Scene Assembly Lab in this chapter is a Full Day Scenario and is meant to be the last completed. You can follow the provided pointers or experiment with your own ideas. When you've covered the chapters and the last lab, then you're ready for the world of 3D animation. Lesson 18: CamerasLesson 19: Basic LightingLesson 20: mental rayLesson 21: Rendering the SceneLesson 22: Scene Assembly Lab**REFERENCE SECTION ADDEDBONUS - Introduction to MaxScriptThe Introduction to MaxScript chapter will cover techniques for automating repetitive tasks using the MaxScript scripting language. In addition, you'll learn how MaxScript can be used to customize 3ds Max to make you more productive. Lesson 23: Introduction to MaxScript Lesson 24: MaxScript Basics Lesson 25: Constructing the User Interface Lesson 26: The 3ds Max Interface Lesson 27: Understanding Objects and Classes Lesson 28: Transforms and Animation Lesson 29: Working with MaxScript Objects Lesson 30: File Handling, and Working with Directories **REFERENCE SECTIONAccompanying DVD will include the following:- Project Scene & support files- Free models & texture maps from Turbo Squid (tbc)- Industry expert interviews with contributors (tbc)**NEW!! HIGH VALUE: Autodesk product Sketchbook Pro (for character development) valued at $199.99 US.

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