
Autodesk 3ds Max 2016 Essentials
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Inhalt
Introduction xxi
Chapter 1 The 3ds Max Inter face 1
Navigating the Workspace 1
User-Interface Elements 1
Viewports 4
ViewCube 6
Mouse Buttons 6
Quad Menus 7
Displaying Objects in a Viewport 8
Viewport Navigation 10
Transforming Objects Using Gizmos 11
Graphite Modeling Tools Set 13
Command Panel 14
Object Parameters and Values 14
Modifier Stack 15
Objects and Sub-Objects 15
Time Slider and Track Bar 16
File Management 16
Setting a Project 16
Version Up! 18
Now You Know 18
Chapter 2 Your First 3ds Max Project 19
Setting Up a Project Workflow 19
Exercise 2.1: Setting Up a Project 20
The Secret to Accurate Modeling: Reference Material! 20
Exercise 2.2: Setting Up the Modeling Reference 21
Building a Simple Model 24
Exercise 2.3: Starting with a Primitive 24
Exercise 2.4: Modeling in Sub-Object Mode 25
Exercise 2.5: Bringing on the Bevel 29
Exercise 2.6: Chamfering Time 32
Creating Details Using Splines 38
Exercise 2.7: Building the Handle 38
Lathing, Extruding, and Beveling to Create 3D from 2D 45
Exercise 2.8: Lathing to Make a Whole 45
Exercise 2.9: Creating the Clock Numbers and Hands 48
Bringing It All Together 54
Exercise 2.10: Using Merge 54
Now You Know 56
Chapter 3 Modeling in 3ds Max: Architectural Model Par t I 57
Setting Up the Scene 58
Exercise 3.1: Setting Up Units . . . . . . . . . . . . . . . . . . . . 58
Exercise 3.2: Importing a CAD Drawing 59
Building the Room 63
Exercise 3.3: Creating the Walls 63
Exercise 3.4: Creating the Doors 66
Exercise 3.5: Creating the Window 69
Exercise 3.6: Adding a Floor and a Ceiling 71
Adding Special Details to the Room 74
Exercise 3.7: Creating Baseboard Moldings 75
Now You Know 82
Chapter 4 Modeling in 3ds Max: Architectural Model Par t II 83
Modeling the Couch 83
Exercise 4.1: Blocking Out the Couch Model 84
Exercise 4.2: Using NURMS to Add Softness 86
Exercise 4.3: Building Detail on the Couch Model 89
Exercise 4.4: Creating the Chaise Lounge 92
Exercise 4.5: Modeling the Couch Feet 95
Modeling the Lounge Chair 97
Exercise 4.6: Creating Image Planes 98
Exercise 4.7: Adding the Images 99
Exercise 4.8: Building the Splines for the Chair Frame 100
Exercise 4.9: Building the Chair Cushion 106
Exercise 4.10: Creating the Chair's Base 108
Bringing It All Together 113
Now You Know 115
Chapter 5 Introduction to Animation 117
Animating the Ball 118
Exercise 5.1: Setting Keyframes 118
Exercise 5.2: Copying Keyframes 120
Exercise 5.3: Using the Track View - Curve Editor 121
Reading Animation Curves 124
Refining the Animation 126
Exercise 5.4: Editing Animation Curves 127
Exercise 5.5: Squash and Stretch 129
Exercise 5.6: Setting the Timing 131
Exercise 5.7: Moving the Ball Forward 132
Exercise 5.8: Using the XForm Modifier . . . . . . . . . . . . . . . 135
Exercise 5.9: Animating the XForm Modifier 136
Exercise 5.10: Correcting the Rotation 137
Now You Know 138
Chapter 6 Animation Principles 139
Anticipation and Momentum in Knife Throwing 139
Exercise 6.1: Blocking Out the Animation 139
Exercise 6.2: Working with Trajectories 142
Exercise 6.3: Adding Rotation 144
Exercise 6.4: Adding Anticipation 146
Exercise 6.5: Following Through 148
Exercise 6.6: Transferring Momentum to the Target 149
Now You Know 152
Chapter 7 Character Modeling Par t I 153
Setting Up the Scene 153
Exercise 7.1: Creating the Image Planes 154
Exercise 7.2: Adding the Images to the Planes 155
Blocking Out the Alien Model 156
Exercise 7.3: Forming the Torso 157
Exercise 7.4: Creating Symmetry 161
Exercise 7.5: Blocking Out the Arms 162
Exercise 7.6: Blocking Out the Leg 167
Exercise 7.7: Refining the Body 172
Exercise 7.8: Building the Neck 179
Now You Know 184
Chapter 8 Character Modeling Part II 185
Creating the Alien Head 185
Exercise 8.1: Blocking Out the Head 185
Exercise 8.2: Building the Nose and Eye 188
Building the Alien Hand 194
Exercise 8.3: Building the Palm of the Hand 194
Exercise 8.4: Beveling the Fingers 196
Building the Foot 203
Exercise 8.5: Blocking Out the Foot 203
Exercise 8.6: Beveling the Toes 205
Completing the Alien 208
Exercise 8.7: Attaching to the Body 208
Exercise 8.8: Using Symmetry 214
Exercise 8.9: Finishing the Head 215
Now You Know 220
Chapter 9 Introduction to Materials 221
Navigating the Slate Material Editor 221
Identifying the Standard Material 223
Standard Materials 223
Identifying the mental ray Material 224
Identifying Shaders 224
Building Materials for the Couch 225
Exercise 9.1: Creating a Standard Material 225
Exercise 9.2: Applying the Material to the Couch 226
Exercise 9.3: Adding a Bitmap 228
Exercise 9.4: Mapping Coordinates 230
Exercise 9.5: Adding Materials to the Feet 232
Exercise 9.6: Applying a Bump Map 234
Building Materials for the Lounge Chair 236
Exercise 9.7: Creating a Leather Material for the Chair Cushion 236
Exercise 9.8: Creating a Reflective Material 238
Building Materials for the Window 241
Exercise 9.9: Creating a Multi/Sub-Object Material 242
Now You Know 247
Chapter 10 Textures and UV Workf low: The Alien 249
Defining UVs on the Alien's Body 250
Exercise 10.1: Seaming the Alien's Body 250
Unwrapping UVs on the Alien's Body 256
Exercise 10.2: Unwrapping the Alien's Arm 257
Exercise 10.3: Unwrapping the Alien's Body 261
Exercise 10.4: Arranging the Alien's UVs 263
Building and Applying Material to the Alien 266
Exercise 10.5: Applying the Color Map 266
Exercise 10.6: Applying the Bump Map 267
Exercise 10.7: Applying the Specular Map 269
Now You Know 271
Chapter 11 Character Studio: Rigging 273
Character Studio Workflow 273
General Workflow 274
Associating a Biped with the Alien Model 276
Exercise 11.1: Creating and Modifying the Biped 276
Exercise 11.2: Adjusting the Torso and Arms 283
Exercise 11.3: Adjusting the Neck and Head 285
Skinning the Alien Model 287
Exercise 11.4: Applying the Skin Modifier 288
Exercise 11.5: Testing the Model 288
Exercise 11.6: Tweaking the Skin Modifier 290
Exercise 11.7: Testing the Alien Model Rig 294
Exercise 11.8: Controlling the View 296
Now You Know 298
Chapter 12 Character Studio: Animation 299
Animating the Alien 299
Exercise 12.1: Adding a Run-and-Jump Sequence 300
Freeform Animation 302
Exercise 12.2: Moving the Head 302
Exercise 12.3: Moving the Arms 305
Exercise 12.4: Completing the Motion Sequence 307
Modifying Animation in the Dope Sheet 308
Exercise 12.5: Adding Footsteps Manually 308
Exercise 10.6: Using the Dope Sheet 309
Now You Know 314
Chapter 13 Introduction to Lighting: Interior Lighting 315
Recognizing 3ds Max Lights 315
Standard Lights 316
Target Spotlight 316
Target Direct Light 318
Free Spot or Free Direct Light 319
Omni Light 320
Lighting a Still Life 321
Exercise 13.1: Setting Up the Basic Lights for the Scene 322
Exercise 13.2: Adding Shadows 325
Exercise 13.3: Adding a Fill Light 326
Exercise 13.4: Setting Up the Fill Light Attenuation 328
Selecting a Shadow Type 330
Atmospherics and Effects 332
Exercise 13.5: Creating a Volume Light 332
Volume Light Parameters 337
The Light Lister 338
Now You Know 339
Chapter 14 3ds Max Rendering 341
Navigating the Render Setup Dialog 341
Common Tab 342
Choosing a Filename 343
Rendered Frame Window 344
Render Processing 344
Assign Renderer 345
Rendering a Scene 346
Exercise 14.1: Rendering the Bouncing Ball 346
Working with Cameras 348
Exercise 14.2: Creating a Camera 350
Exercise 14.3: Animating a Camera 352
Exercise 14.4: Clarifying Safe Frames 354
Raytraced Reflections and Refractions 356
Exercise 14.5: Creating Reflections with Raytrace Material 357
Exercise 14.6: Raytrace Mapping 359
Exercise 14.7: Using the Raytrace Material to Create Refractions 360
Exercise 14.8: Using Raytrace Mapping to Create Refractions 363
Rendering the Interior and Furniture 365
Exercise 14.9: Adding Raytraced Reflections 365
Exercise 14.10: Outputting the Render 367
Now You Know 368
Chapter 15 mental ray 369
Navigating the mental ray Renderer 369
Exercise 15.1: Enabling the mental ray Renderer 369
mental ray Sampling Quality 370
Navigating the Final Gather Parameters 372
Basic Group 373
Advanced Group 374
The mental ray Rendered Frame Window 375
Navigating mental ray Materials 376
Exercise 15.2: Setting Up the Material Editor 376
Exercise 15.3: Using Arch & Design Material Templates 377
Exercise 15.4: Creating Arch & Design Materials 381
Exercise 15.5: Using the Multi/Sub-Object Material and Arch & Design 383
Using Photometric Lights with mental ray 385
Exercise 15.6: Using Photometric Lights in mental ray Renderings 385
Using the Daylight System 391
Exercise 15.7: Using the Daylight System in mental ray Renderings 391
Now You Know 396
Appendix Autodesk 3ds Max Certification 397
Index 401
Introduction
Welcome to Autodesk® 3ds Max® 2016 Essentials. The world of computer-generated (CG) imagery is fun and ever changing. Whether you are new to CG in general or are a CG veteran new to 3ds Max designing, you'll find this book the perfect primer. It introduces you to the Autodesk 3ds Max software and shows how you can work with the program to create your art, whether it is animated or static in design.
This book exposes you to all facets of 3ds Max by introducing and plainly explaining its tools and functions to help you understand how the program operates-but it does not stop there. This book also explains the use of the tools and the ever-critical concepts behind the tools. You'll find hands-on examples and tutorials that give you firsthand experience with the toolsets. Working through them will develop your skills and the conceptual knowledge that will carry you to further study with confidence. These tutorials expose you to various ways to accomplish tasks with this intricate and comprehensive artistic tool. They should give you the confidence you need to venture deeper into the feature set in 3ds Max, either on your own or by using any of the software's other learning tools and books as a guide.
Learning to use a powerful tool can be frustrating. You need to remember to pace yourself. The major complaints CG book readers have are that the pace is too fast and that the steps are too complicated or overwhelming. Addressing those complaints is a tough nut to crack, to be sure. No two readers are the same. However, this book offers the opportunity to run things at your own pace. The exercises and steps may seem confusing at times, but keep in mind that the more you try and the more you fail at some attempts, the more you will learn how to operate the 3ds Max engine. Experience is king when learning the workflow necessary for any software program, and with experience comes failure and aggravation. But try and try again. You will find that further attempts will always be easier and more fruitful.
Above all, this book aims to inspire you to use the 3ds Max program as a creative tool to achieve and explore your own artistic vision.
Who Should Read This Book
Anyone who is interested in learning to use the 3ds Max tools should start with this book.
If you are an educator, you will find a solid foundation on which to build a new course. You can also treat the book as a source of raw materials that you can adapt to fit an existing curriculum. Written in an open-ended style, Autodesk® 3ds Max® 2016 Essentials contains several self-help tutorials for home study as well as plenty of material to fit into any class.
What You Will Learn
You will learn how to work in CG with Autodesk 3ds Max 2016. The important thing to keep in mind, however, is that this book is merely the beginning of your CG education. With the confidence you will gain from the exercises in this book, and the peace of mind you can have by using this book as a reference, you can go on to create your own increasingly complex CG projects.
What You Need
Hardware changes constantly and evolves faster than publications can keep up. Having a good solid machine is important to production, although simple home computers will be able to run the 3ds Max software quite well. Any laptop (with discrete graphics, not a netbook) or desktop PC running Windows XP Professional, Windows 7, or Windows 8 (32- or 64-bit) with at least 2 GB of RAM and an Intel Pentium Core 2 Duo/Quad or AMD Phenom or higher processor will work. Of course, having a good video card will help; you can use any hardware-accelerated OpenGL or Direct3D video card. Your computer system should have at least a 2.4 GHz Core 2 or i5/i7 processor with 2 GB of RAM, a few GBs of hard-drive space available, and a GeForce FX or ATI Radeon video card. Professionals may want to opt for workstation graphics cards, such as the ATI FirePro or the Quadro FX series of cards. The following systems would be good ones to use:
-
Intel i7, 4 GB RAM, Quadro FX 2000, 400 GB 7200 RPM hard disk
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AMD Phenom II, 4 GB RAM, ATI FirePro V5700, 400 GB hard disk
You can check the list of system requirements at the following website: www.autodesk.com/3dsmax.
Free Autodesk Software for Students and Educators
The Autodesk Education Community is an online resource with more than five million members that enables educators and students to download-for free (see website for terms and conditions)-the same software used by professionals worldwide. You can also access additional tools and materials to help you design, visualize, and simulate ideas. Connect with other learners to stay current with the latest industry trends and get the most out of your designs. Get started today at www.autodesk.com/joinedu.
What Is Covered in This Book
Autodesk® 3ds Max® 2016 is organized to provide you with a quick and essential experience with 3ds Max to allow you to begin a fruitful education in the world of computer graphics.
- Chapter 1, "The 3ds Max Interface,"
begins with an introduction to the interface for 3ds Max 2016 to get you up and running quickly.
- Chapter 2, "Your First 3ds Max Project,"
is an introduction to modeling concepts and workflows in general. It shows you how to model using 3ds Max tools with polygonal meshes and modifiers to create a retro alarm clock.
- Chapter 3, "Modeling in 3ds Max: Architectural Model Part I,"
takes your modeling lesson from Chapter 2 a step further by showing you how to use some of the Architecture Engineering and Construction (AEC) tools to build an interior space using a room from an image.
- Chapter 4, "Modeling in 3ds Max: Architectural Model Part II,"
continues with the interior space from Chapter 3 by adding some furniture. The main focus of this chapter is the Graphite Modeling Tools tab and its many tools.
- Chapter 5, "Introduction to Animation,"
teaches you the basics of 3ds Max animation techniques and workflow by animating a bouncing ball. You will also learn how to use the Track View - Curve Editor to time, edit, and finesse your animation.
- Chapter 6, "Animation Principles,"
rounds out your animation experience by showing the animation concepts of weight, follow-through, and anticipation when you animate a knife thrown at a target.
- Chapter 7, "Character Modeling Part I,"
introduces you to the creation of polygon mesh character model of an alien. In this chapter, you begin by blocking out the primary parts of the body.
- Chapter 8, "Character Modeling Part II,"
continues the alien model, focusing on using the Editable Poly toolset. You will finish the body details, head, hands, and feet.
- Chapter 9, "Introduction to Materials,"
shows you how to assign textures and materials to your models. You will learn to texture the couch, chair, and window from Chapter 4 as you learn the basics of working with 3ds Max materials and UVW mapping.
- Chapter 10, "Textures and UV Workflow: The Alien,"
furthers your understanding of materials and textures, and introduces UV workflows in preparing and texturing the alien.
- Chapter 11, "Character Studio: Rigging,"
covers the basics of Character Studio in creating a biped system and associating the biped rig to the alien model.
- Chapter 12, "Character Studio: Animation,"
expands on Chapter 11 to show you how to use Character Studio to create and edit a walk cycle using the alien model.
- Chapter 13, "Introduction to Lighting: Interior Lighting,"
begins by showing you how to light a 3D scene with the three-point lighting system. It then shows you how to use the tools to create and edit 3ds Max lights for illumination, shadows, and special lighting effects. You will light the furniture to which you added materials in Chapter 9.
- Chapter 14, "3ds Max Rendering,"
explains how to create image files from your 3ds Max scene and how to achieve the best look for your animation by using proper cameras and rendering settings when you render the interior scene.
- Chapter 15, "mental ray,"
shows you how to render with mental ray. Using Final Gather, you will learn how to use indirect lighting.
The companion web page to this book at www.sybex.com/go/3dsmax2016essentials provides all the sample images, movies, and files that you will need to work through the projects in Autodesk® 3ds Max® 2016.
NOTE
This book is a great primer for Autodesk 3ds Max. If you're interested in taking the Autodesk Certification exams for 3ds Max, go to www.autodesk.com/certification for information and...
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