9780240809083

3ds Max 9 Essentials: Autodesk Media and Entertainment Courseware

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  • ISBN13:

    9780240809083

  • ISBN10:

    0240809084

  • Edition: 1st
  • Format: Nonspecific Binding
  • Copyright: 2006-10-06
  • Publisher: Focal Press
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Supplemental Materials

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  • The New copy of this book will include any supplemental materials advertised. Please check the title of the book to determine if it should include any access cards, study guides, lab manuals, CDs, etc.

Summary

Bring 3D film effects to the big screen. Generate realistic characters for a top-selling game. Create rich and complex design visualization. Autodesk® 3ds Max® 9 lets you maximize your productivity and tackle challenging animation projects. And this book, developed by Autodesk insiders, lets you master the essential tools and techniques. Learn how to use 3ds Max 9 confidently in a production environment. Each chapter of this book has a series of theory lessons and one lab. The theory lessons introduce you to the functional areas of 3ds Max and explain these features with short simple examples. The lab demonstrates a practical application of the theory. Combined, each chapter delivers a sound understanding of the functions, features and principles behind 3ds Max 9, and shows you how to apply this knowledge to real-world situations. * A hands-on introduction to 3ds Max 9 from the Autodesk development team * Tutorials and exercises designed for flexibility and ease of use * Companion CD with tutorial media including support models, materials, textures, and animations

Table of Contents

Introductionp. 1
Getting Startedp. 3
User Interface
Objectivesp. 4
User Interface Componentsp. 5
Viewportsp. 5
Adjusting Viewport Sizep. 5
Viewport Configurationp. 6
Home Grid and Default Viewsp. 6
Menu Barp. 7
Toolbarsp. 7
Working in the User Interfacep. 9
Creating Objectsp. 12
Manipulating Toolbarsp. 15
Command Panelp. 17
Create Panelp. 17
Geometryp. 17
Shapesp. 19
Lightsp. 20
Camerasp. 21
Helpersp. 21
Space Warps and Systemsp. 21
Modify Panelp. 22
Hierarchy Panelp. 22
Motion Panelp. 22
Display Panelp. 23
Utility Panelp. 23
Using the Command Panelp. 24
Other User Interface Elementsp. 28
Quad Menup. 28
Dialog Boxesp. 29
File Dialogsp. 29
Render Scene Dialog Boxp. 30
Track View Curve Editorp. 30
Time Slider, Track Bar, and Timelinep. 31
Status and Prompt Linesp. 31
Animation Controlsp. 31
Playback Areap. 32
Using the Animation Playback Controlsp. 33
Viewport UI Elementsp. 34
Viewport Navigation Iconsp. 34
Viewport Right-Click Menup. 34
Rendering Levelsp. 35
Grid Togglep. 36
Undo View Operationp. 36
Orthographic View Manipulationp. 37
Perspective View Manipulationp. 40
Keyboardp. 42
Helpp. 43
Summaryp. 43
Overview Labp. 44
Objectivesp. 44
Creating the Signpostp. 45
Adding Modeling Elements to the Signpostp. 48
Adding More Components: Creating the Signp. 53
Merging a Sign Lamp: Merging an Object from Another Filep. 60
Adding Basic Materials to the Signpostp. 63
Adjusting Ambient Lighting and Adding Lighting for the Signp. 66
Adding the Broken Sign Animation: Animating the Sign Breakingp. 70
Rendering your Animationp. 72
Summaryp. 75
Files and Objectsp. 76
Objectivesp. 76
Scene File Manipulationp. 77
Saving Filesp. 77
Savep. 77
Save Asp. 77
Hold and Fetchp. 78
Merging Filesp. 78
Save Selectedp. 79
Import and Exportp. 79
File Link and XRefp. 79
Starting your Scenep. 79
Units Setupp. 80
Grid Settingsp. 80
Units and Grid Setupp. 81
Options for Grid Displayp. 82
Simple Geometry Creation and Pivot Pointsp. 82
Pivot Point Locationp. 82
Simple Geometry Creation and Pivot Point Locationp. 82
Object Orientationp. 87
Pivot Point Orientationp. 87
Viewport Base Plane Geometry and Pivot Point Orientationp. 87
Modifying Standard Objectsp. 90
Face Countp. 90
Modifying Objects and Face Countsp. 91
Selecting Objectsp. 93
Selection Toolp. 93
Selection Lock Togglep. 93
Select Objects By Namep. 94
Naming Objectsp. 94
Object Naming Conventionp. 95
Rename Objects Toolp. 95
Renaming Objects in a Scenep. 96
Selection Filterp. 100
Selection Window/Crossingp. 100
Selection Region Typep. 101
Hiding and Freezing Objectsp. 101
By Selectionp. 102
Hide By Categoryp. 103
Isolation Modep. 104
Selecting Objects by Name and Naming Objectsp. 104
Organization of Objects in a Scenep. 107
Selection Setsp. 108
Selection Setsp. 109
Groupsp. 115
Groupsp. 115
Attaching Objectsp. 119
Summaryp. 119
Transformsp. 120
Objectivesp. 120
Transform Toolsp. 121
Movep. 121
Move Transform Gizmop. 121
Move Transform Type-Inp. 122
Rotationp. 122
Rotate Transform Gizmop. 122
Rotation Transform Type-Inp. 123
Scalep. 124
Scale Transform Gizmop. 125
Scale Transform Type-Inp. 125
Transform Base Pointp. 126
Creating a Simple Transformp. 126
Coordinate Systemsp. 130
Worldp. 130
Viewp. 131
Localp. 132
Pickp. 132
Snapsp. 133
Object Snapsp. 133
Angle Snapp. 135
Scale Percent Snapp. 135
Transforms using Snaps and Coordinate Systemsp. 136
Transforms with the Pick Coordinate Systemp. 138
Alignp. 140
Align XYZ Positionp. 140
Align Orientationp. 141
Quick Alignp. 142
Aligning Objectsp. 142
Cloning Objectsp. 146
Copyp. 147
Instancep. 147
Referencep. 147
Make Uniquep. 149
Select Dependentsp. 149
Cloning Objectsp. 150
Other Transformsp. 154
Mirrorp. 154
Arrayp. 154
Spacingp. 154
Clone and Alignp. 155
Summaryp. 155
Applying Modifiersp. 156
Objectivesp. 156
Concepts of the Modifier Stackp. 157
Operations in the Modifier Stackp. 158
Navigation in the Modifier Stackp. 158
Showing End Result and Turning Off Modifiersp. 159
Copying and Pasting Modifiersp. 160
The Modifier Stack Buttonsp. 162
Modifier Orderp. 163
Basic Manipulations of the Modifier Stackp. 164
Modifiersp. 169
Bendp. 169
Taperp. 169
Noisep. 170
Twistp. 170
Shellp. 171
Latticep. 171
FFDp. 172
Normalp. 173
Collapsing the Stackp. 174
Base Object Typesp. 174
Collapsing the Stackp. 175
Converting Base Object Typesp. 176
Adding Modifiers to a Modelp. 179
Modeling with Modifiersp. 182
Creating a Sky Domep. 185
Summaryp. 188
Modelingp. 189
Low-Poly Modelingp. 190
Objectivesp. 190
Objects and Sub-Objectsp. 191
Accessing Sub-Object Levelsp. 191
Sub-Object Levelsp. 193
Working at Sub-Object Levelsp. 194
Basics of Low-Poly Modelingp. 197
Adding Detail to the Engine and Optimizing the Meshp. 200
Modeling with Modifiersp. 203
Repairing the Broken Partp. 209
Smoothing Groupsp. 211
Using Smoothing Groupsp. 212
Using Subdivision Surfacesp. 214
Smoothing a Low-Poly Modelp. 214
Summaryp. 216
Shapesp. 217
Objectivesp. 217
Shape Definitionsp. 218
Shape Componentsp. 219
Basic Shape Creation Functionsp. 220
Line Toolp. 220
Parametric Shape Toolsp. 221
Shape Stepsp. 221
Rendering Valuesp. 223
3D Splinesp. 223
Editing Splinesp. 223
Editing Parametric Shapesp. 223
The Base Spline Object - The Editable Splinep. 224
Edit Spline Modifierp. 225
Spline Manipulationsp. 226
The Shape and the Splinep. 226
Creating a Simple Shapep. 227
Adding Splines from a Shapep. 232
Detaching Splines from a Shapep. 232
Basic Transformations of Sub-Objectsp. 232
Mirrorp. 233
Booleanp. 233
Outlinep. 233
Segment Editingp. 234
Connecting Verticesp. 234
Refining a Segment Through the Addition of Verticesp. 234
Vertex Editingp. 235
Deleting Verticesp. 235
Welding Verticesp. 235
Vertex Controlsp. 236
Fillet and Chamferp. 238
Importance of the First Vertexp. 238
Creating a Profile for an Oil Canp. 239
Creating a Profile for a Bottlep. 243
Using Shape Modifiersp. 250
Extrudep. 250
Lathep. 250
Bevelp. 250
Bevel Profilep. 251
Sweepp. 252
Using the Lathe Modifierp. 252
Creating a Medallion with Bevelp. 255
Recreating the Gas Station Island with Bevel Profilep. 257
Using the Sweep Modifier to Create a Wainscotingp. 260
Summaryp. 263
Using Compound Objectsp. 264
Objectivesp. 264
Booleansp. 265
Subtractionp. 265
Intersectionp. 266
Unionp. 266
Mergep. 267
ProBoolean Operationsp. 268
Changing the Boolean Operationp. 268
Multiple Selectionsp. 268
Reorder Operandsp. 268
Using Booleans to Create a Building Shellp. 270
Loftsp. 277
Drawing Paths and Shapesp. 277
Alignment and Pivot Points of Shapesp. 278
Multiple Shape Lofts and the First Vertexp. 278
Shape Steps and Path Stepsp. 280
Deformation Gridsp. 280
Creating a Screwdriver Bladep. 281
Scatter Toolp. 287
Distributing Cactus Trees on a Terrainp. 287
Summaryp. 291
Modeling Labp. 292
Objectivesp. 292
Creating an Underwater Scenep. 293
Creating the Ocean Floorp. 293
Adding Rocksp. 298
Adding Complex Rock Formationsp. 302
Lighting Setupp. 305
Summaryp. 306
Animationp. 307
Animation Basicsp. 308
Objectivesp. 308
History of Animationp. 309
2D versus 3D Animationp. 310
Timep. 310
The Concept of Keyframingp. 310
Auto Key and Set Keyp. 311
The Bouncing Ballp. 311
Track Viewp. 319
Timingp. 319
Ease in / Ease outp. 319
Arcsp. 320
The Bowling Ball and the Golf Ballp. 320
The Gelatin Cakep. 324
Secondary Actionp. 329
Anticipationp. 329
Follow-Through and Overlapping Actionp. 329
Squash and Stretchp. 330
Exaggerationp. 330
The Gelatin Cake: Anticipation, Stretch, and Follow-Throughp. 331
Alternative Animation Methodsp. 333
Driving Around: Using Path Constraintp. 333
Summaryp. 339
Hierarchiesp. 340
Objectivesp. 340
Mechanics of Movementp. 341
Linking Objectsp. 342
Pivot Pointp. 342
Linking vs. Groupsp. 342
Linking the Robot Armp. 343
Linking the Robot Arm Using Schematic Viewp. 346
Schematic Viewp. 348
Linking the Robot Arm Using Schematic Viewp. 348
A Little Bit About IKp. 354
Inverse Kinematicsp. 355
Hierarchyp. 356
Pivotp. 356
IKp. 357
Link Infop. 357
Link Info on the Locomotive Wheelp. 357
Summaryp. 359
Character Animation: Bipedp. 360
Objectivesp. 360
Character Animationp. 361
Bipedp. 361
Fitting a Biped Inside a Characterp. 363
Skinning the Characterp. 367
Using the Skin Modifierp. 367
Motion Panelp. 370
Setting up Biped for Animationp. 371
Animating a Walk Cyclep. 373
The Mechanics of a Walk Cyclep. 378
Refining the walkp. 378
Animation Principlesp. 380
Follow Throughp. 380
Summaryp. 382
Animation Labp. 383
Objectivesp. 383
Getting Preparedp. 384
Planning the Animationp. 384
Animating the Attack of the Pawnp. 384
The Pawn's Primary Motionp. 384
Adding the Hop to the Pawn's Animationp. 386
The Pawn's Secondary Motionp. 389
Animating the Rookp. 391
The Rook - Noticing the Dangerp. 391
The Panicp. 392
The Escapep. 394
Analysis of the Rook's Animationp. 396
The Rook - Fixing the Jumpp. 396
Animating the Clockp. 397
Summaryp. 400
Materials & Mappingp. 401
Materialsp. 402
Objectivesp. 402
Introduction to Materialsp. 403
The Purpose of Materialsp. 403
Substancep. 403
Agep. 403
Stylep. 404
Material Importancep. 404
Materials and Lightingp. 404
The Material Editorp. 405
The User Interfacep. 405
The Material Editor Dialogp. 405
Material Editor Menu Barp. 405
Material Sample Slotsp. 406
Sample Window Indicatorsp. 406
Material Editor Optionsp. 407
The Material Indicatorsp. 407
Changing the Sample Shapep. 408
Using a Custom Sample Objectp. 410
Applying a Material to an Objectp. 412
Creating a Simple Materialp. 414
Material Typesp. 417
The Standard Materialp. 418
Shader Typesp. 419
The Raytrace Materialp. 422
The Architectural Materialp. 422
The Ink 'n Paint Materialp. 423
Blend Materialp. 424
Arch & Design Materialp. 424
The Wet Floorp. 425
Saving the Scene Material to a Libraryp. 428
Summaryp. 429
Using Mapsp. 430
Objectivesp. 430
Using Maps in Material Definitionsp. 431
Textures and Mapsp. 431
Mapsp. 432
Bitmapsp. 432
Procedural Mapsp. 433
Map Typesp. 434
Accessing Map Typesp. 434
Map Typesp. 435
Mapping the Drump. 436
Displaying Maps in the Viewportp. 442
Activate and Deactivate All Mapsp. 442
Mixing Mapsp. 443
2D vs. 3Dp. 444
Creating a Multi-Map Procedural Texturep. 445
Summaryp. 453
Mapping Coordinatesp. 454
Objectivesp. 454
Mappingp. 455
UVW Mappingp. 455
Mapping Coordinatesp. 455
Mapping Typesp. 455
Planarp. 456
Cylindricalp. 456
Sphericalp. 456
Boxp. 457
Applying UVW Mappingp. 457
Box Mappingp. 460
Spherical Mappingp. 462
Unwrap UVWp. 464
Unwrap UVW toolsp. 465
Transform Toolsp. 465
Mapping Toolsp. 466
Render UVW Templatep. 466
Direct Mapping Optionsp. 467
Using Unwrapped Mapping Coordinatesp. 467
Render To Texturep. 478
Texture Bakingp. 478
Dependence on Mappingp. 478
Rendering a normal map using projection mappingp. 478
Rendering a Normal Mapp. 479
Summaryp. 486
Materials and Mapping Labp. 487
Objectivesp. 487
Create a Material for the Ocean Floorp. 488
Fine-Tune the Sand Materialp. 492
Create a Blend Maskp. 494
Apply a Material to the Rocksp. 497
Finalize and Adjust the Rock Materialp. 501
Create the Caustic Effectp. 501
Summaryp. 504
Renderingp. 505
Camerasp. 506
Objectivesp. 506
Camera Types in 3ds Maxp. 507
Framing a Camera Shotp. 508
Setting a Long Shot with a Target Camerap. 509
Setting a Close-up Shot with a Free Camerap. 510
Camera Lensesp. 511
Setting the Camera Lens and FOVp. 512
Camera Aspect Ratiop. 514
Setting the Camera's Aspect Ratiop. 515
Camera Anglesp. 516
Setting a Dynamic Camera Anglep. 517
Perspective Correctionp. 519
Correcting the Perspectivep. 520
The Line of Actionp. 522
Setting up a Triangle Systemp. 523
Shot Variation: Using an Over-The-Shoulder (OTS) Shotp. 525
The Moving Camerap. 527
Setting Up a Crane Shotp. 528
Summaryp. 529
Basic Lightingp. 530
Objectivesp. 530
The Ambient Light Riddlep. 531
Setting the Ambient Colorp. 532
Light Types in 3ds Maxp. 533
Using Standard Lightsp. 533
Omni Lightp. 534
Spotlightp. 534
Target Spotp. 535
Free Spotp. 535
Direct Lightp. 536
Color, Intensity and Attenuationp. 536
The Importance of Shadowsp. 537
Shadow Mapsp. 538
Ray-Traced Shadowsp. 538
More Shadow Typesp. 538
Creating a Target Spotp. 539
Lighting Techniquesp. 542
Three-Point Lightingp. 542
The Key Lightp. 542
The Fill Lightp. 543
The Backlight (or Rim Light)p. 543
Working with Three-Point Lightingp. 543
Light Listerp. 547
Using the Light Listerp. 547
Summaryp. 549
Mental Rayp. 550
Objectivesp. 550
Lighting Basicsp. 551
Mental Rayp. 552
The Arch & Design Materialp. 554
Ambient Occlusionp. 556
Using the Arch & Design Materialp. 558
Lightingp. 562
The Daylight Systemp. 562
Final Gatherp. 563
mr Area Lights (Omni & Spot)p. 565
Global Illumination (GI)p. 565
Lighting the Courtyardp. 566
Summaryp. 570
Rendering the Scenep. 571
Objectivesp. 571
Rendering in 3ds Maxp. 572
Render Scene Dialogp. 572
Common Panelp. 573
Time Outputp. 573
Output Sizep. 574
Output Sizep. 574
Render Outputp. 576
File Typep. 578
RAM Playerp. 578
Using the RAM Playerp. 579
Object Properties Rendering Controlp. 581
Rendering Controlp. 581
Rendering Environment and Effectsp. 582
Creating a Sun Using Lens Effectp. 583
Scene Statesp. 586
Scene Statesp. 586
Batch Renderp. 590
Batch Renderp. 590
Summaryp. 592
Scene Assembly Labp. 593
Objectivesp. 593
The Last Gas(p) Gas Stationp. 594
Modelingp. 595
Materialsp. 597
Lightingp. 601
Animationp. 603
Summaryp. 607
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