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9781566378567

3Ds Max and Its Applications

by ;
  • ISBN13:

    9781566378567

  • ISBN10:

    1566378567

  • Format: Paperback
  • Copyright: 2002-04-01
  • Publisher: Goodheart-Willcox Pub
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Summary

Text provides straightforward, easy to read instruction for mastering the software 3ds max R4, and is designed specifically for the education market. Tutorial suitable for an optical laboratory exercise or as a section-ending measuring device.

Table of Contents

Section One: Getting Started
Getting Started Modeling
18(26)
Introduction to Advanced Computer Graphics
18(1)
Introduction to 3ds max
19(7)
Understanding the 3ds max Drawing Planes
26(2)
Basic Setup
28(7)
Viewport Navigation Controls
35(4)
Saving Your Work and Resetting 3ds max
39(2)
Chapter Test
41(3)
Creating Basic 3D Geometry (Standard Primitives)
44(26)
Box
44(2)
Sphere
46(3)
GeoSphere
49(1)
Cylinder
50(2)
Tube
52(2)
Cone
54(2)
Pyramid
56(2)
Torus
58(1)
Plane
59(2)
Teapot
61(2)
Moving, Rotating, and Scaling
63(1)
Chapter Test
64(1)
Modeling Problems
65(5)
Creating Extended Primitives and Patch Grids
70(36)
Extended Primitives
70(28)
Hedra
70(3)
Chamfer Box
73(1)
Chamfer Cylinder
74(2)
Capsule
76(3)
Oil Tank
79(2)
Spindle
81(2)
Prism
83(2)
Gengon
85(2)
L-Ext
87(2)
C-Ext
89(2)
Torus Knot
91(3)
Ring Wave
94(1)
Hose
95(3)
Patch Grids
98(2)
Chapter Test
100(1)
Modeling Problems
101(5)
Creating Basic 2D Geometry (Shapes)
106(26)
The Rendering and Interpolation Rollouts for Splines
106(1)
AutoGrid
107(1)
Line
107(3)
Rectangle
110(1)
Circle
111(1)
Arc
112(2)
Ellipse
114(1)
NGon
115(2)
Donut
117(1)
Star
118(2)
Helix
120(2)
Text
122(1)
Section
123(3)
Chapter Test
126(1)
Modeling Problems
127(5)
Model Editing
132(58)
Undo/Redo and Hold/Fetch
132(2)
Selecting Objects
134(5)
Transforms vs Modifiers
139(1)
Transforms
140(5)
Cloning (Copying) Objects
145(1)
Introduction to Modifiers and ``The Stack''
146(7)
Applying Modifiers
153(2)
Introduction to Parametric Deformer Modifiers
155(6)
Bend Modifier
155(1)
Taper Modifier
156(2)
Twist Modifier
158(1)
Noise Modifier
159(2)
Introduction to Mesh Editing Modifiers
161(3)
Extrude Modifier
161(1)
Face Extrude Modifier
162(2)
Introduction to Patch/Spline Editing Modifiers
164(1)
Lathe Modifier
164(2)
Editing Splines and Applying the Edit Spline Modifier
166(8)
Hiding and Displaying Objects
174(2)
Grouping Objects
176(1)
Aligning Objects
176(1)
Mirroring Objects
177(1)
Arrays
178(4)
Spacing Tool
182(2)
Chapter Test
184(1)
Modeling Problems
185(5)
Creating Compound Objects
190(20)
Loft Objects
190(6)
Boolean Objects
196(3)
Terrain
199(5)
Chapter Test
204(1)
Modeling Problems
205(5)
Introduction to Materials and Rendering
210(30)
What Is Rendering?
210(1)
What Is a Material?
210(1)
Introduction to the Material Editor
210(6)
Introduction to the Render Scene Dialog Box
216(6)
ActiveShade
222(2)
Chapter Test
224(1)
Modeling Problems
225(15)
Tutorial
230(10)
Section Two: Moving to Realism
Modeling with Modifiers
240(52)
Selection Modifiers
241(3)
Mesh Select
241(3)
Patch Select
244(1)
Surface Modifiers
244(2)
Material
244(1)
Displacement Approximation
245(1)
Patch/Spline Editing Modifiers
246(6)
Edit Patch
246(3)
Normalize Spline
249(1)
Surface
250(2)
Mesh Editing Modifiers
252(5)
Edit Mesh
253(1)
Delete Mesh
253(2)
Tessellate
255(2)
Parametric Deformer Modifiers
257(9)
Displace
257(6)
Lattice
263(1)
Push
264(2)
Xform
266(1)
Free Form Deformer Modifiers
266(6)
FFD Types
266(1)
Applying and Using FFDs
266(6)
Animation Modifiers
272(9)
Flex
272(5)
Linked Xform
277(1)
Melt
277(3)
Skin
280(1)
World Space Modifiers
281(2)
Modeling with Modifiers
283(4)
Chapter Test
287(1)
Modeling Problems
288(4)
Creating Advanced Compound Objects
292(36)
Complex Loft Objects
292(22)
Advanced Compound Objects
314(9)
Chapter Test
323(1)
Modeling Problems
324(4)
Lighting
328(26)
What Are Lights?
328(14)
Exposure Control
342(1)
Lighting Theory
343(5)
Chapter Test
348(1)
Modeling Problems
349(5)
Cameras
354(26)
What Are Cameras?
354(2)
Creating Cameras
356(5)
Depth of Field
361(1)
Camera Motion Blur
362(2)
Safe Frame
364(1)
Introduction to Camera Matching
365(4)
Animating Cameras
369(4)
Chapter Test
373(1)
Modeling Problems
374(6)
Hierarchy and Linking
380(22)
Introduction to Creating a Hierarchy
380(2)
Linking (Forward Kinematics)
382(2)
Creating Links
384(1)
Pivot Points
385(3)
Parent-Child Inheritance
388(2)
Linking Application
390(4)
Introduction to Using Link Constraints
394(2)
Chapter Test
396(1)
Modeling Problems
397(5)
Creating Basic Materials
402(28)
Material Types
402(1)
Shading Types
403(10)
SuperSampling Rollout
412(1)
Material Color
413(4)
Opacity
417(1)
Specular Highlights
418(2)
Other Settings
420(3)
Chapter Test
423(1)
Modeling Problems
424(6)
Animating a Scene
430(20)
Introduction to Animation
430(3)
Animating a Scene in 3ds max
433(5)
Motion Blur
438(2)
Snapshot
440(1)
Dummy Objects
441(3)
Chapter Test
444(1)
Modeling Problems
444(6)
Rendering an Animation
450(44)
Previewing an Animation
450(4)
Rendering the Animation
454(4)
Environments and Background
458(2)
Rendering Effects
460(13)
Chapter Test
473(1)
Modeling Problems
474(20)
Tutorial
478(16)
Section Three: Making It Real
Using Track View
494(36)
What Is Track View?
494(1)
Track View Layout
495(6)
Sample Model
501(4)
Editing Keys
505(4)
Finishing the Space Garage
509(1)
Using Track View to Control Visibility
510(2)
Block Controller
512(2)
Adding and Managing Notes
514(2)
Adding Sound
516(2)
Introduction to Schematic View
518(4)
Chapter Test
522(1)
Modeling Problems
523(7)
Creating Advanced Materials
530(52)
Material Types
530(31)
Climbing the Material Tree
532(2)
Blend
534(2)
Composite
536(3)
Double Sided
539(2)
Matte/Shadow
541(4)
Morpher
545(1)
Multi/Sub-Object
545(3)
Raytrace
548(8)
Shellac
556(2)
Top/Bottom
558(3)
Extended Parameters
561(4)
Dynamics Properties
565(1)
Material Modifier
565(2)
Introduction to Maps
567(1)
UVW Map Modifier
568(8)
Animated Materials
576(2)
Chapter Test
578(1)
Modeling Problems
579(3)
Material Mapping
582(62)
Map Types
582(34)
Shared Rollouts
582
Bitmap
580(10)
Bricks
590(4)
Cellular
594(2)
Checker
596(2)
Dent
598(2)
Flat Mirror
600(4)
Marble
604(2)
Particle Age
606(1)
Raytrace
606(8)
Wood
614(2)
Mapping Material Components
616(14)
Ambient Color Mapping
617(1)
Diffuse Color Mapping
617(1)
Diffuse Roughness Mapping
618(1)
Diffuse Level Mapping
619(1)
Specular Color Mapping
619(1)
Specular Level Mapping
620(1)
Glossiness Mapping
620(1)
Self-Illumination Mapping
621(1)
Opacity Mapping
622(1)
Filter Color Mapping
622(2)
Anisotropy Mapping
624(1)
Orientation Mapping
624(1)
Metalness Mapping
625(1)
Bump Mapping
626(1)
Reflection Mapping
627(1)
Refraction Mapping
627(1)
Displacement Mapping
628(2)
Raytrace Material Component Mapping
630(6)
Chapter Test
636(1)
Modeling Problems
637(7)
Lighting Effects
644(50)
Colored Lights
644(2)
Hotspot, Falloff, and Light Shape
646(2)
Projectors
648(1)
Shadow and Shadow Map Parameters
649(4)
Animating Lights
653(1)
Atmospheric Effects
654(14)
Chapter Test
668(1)
Modeling Problems
669(25)
Tutorial
674(20)
Section Four: Objects in Motion
Creating Systems and Wiring Parameters
694(22)
What Is a System?
694(1)
Bones
694(2)
Ring Array
696(4)
Sunlight
700(4)
Introduction to Parameter Wiring and Manipulators
704(7)
Chapter Test
711(1)
Modeling Problems
711(5)
Introduction to Inverse Kinematics
716(40)
What Is Inverse Kinematics?
716(3)
Creating Bones
719(4)
Using Any Hierarchy as a Bone Network
723(1)
Initial Bone Position
723(1)
Creating an Object Hierarchy for IK
723(3)
Freezing Objects
726(2)
Setting IK Joint Parameters
728(4)
Binding
732(1)
Animating with Applied IK
733(2)
Animating with Interactive IK
735(1)
Animating with History-Dependent IK Solver
736(6)
Animating with History-Independent IK Solver
742(5)
Using the Limb Solver
747(1)
Skin and Bones
747(3)
Chapter Test
750(1)
Modeling Problems
751(5)
Introduction to Particle Systems
756(48)
What Is a Particle System?
756(2)
Types of Particle Systems
758(2)
Creating Particle Systems
760(32)
Adding Motion Blur to Particles
792(2)
Gravity, Deflectors, and Other Space Warps
794(4)
Chapter Test
798(1)
Modeling Problems
799(5)
Introduction to Space Warps
804(62)
Space Warp Basics
804(1)
Supported Object Types
804(1)
Binding Objects to Space Warps
804(3)
Multiplying the Effects of Space Warps
807(1)
Forces
807(17)
Push
807(2)
Vortex
809(3)
Gravity
812(2)
Drag
814(4)
Path Follow
818(5)
Wind
823(1)
Deflectors
824(7)
Deflector
824(2)
SDeflector
826(1)
UDeflector
826(1)
Omniflectors
827(4)
Dynaflectors
831(1)
Geometric/Deformable
831(12)
Wave
831(4)
Bomb
835(3)
Ripple
838(2)
Conform
840(3)
Modifier-Based
843(1)
Chapter Test
843(1)
Modeling Problems
844(22)
Tutorial
850(16)
Section Five: Introduction to NURBS
Introduction to NURBS
866(24)
What Are NURBS?
866(1)
Why Model with NURBS?
866(1)
NURBS Components
866(2)
NURBS Curves
868(3)
NURBS Surfaces
871(1)
Forcing Two-Sided Rendering
871(1)
NURBS Snaps
872(1)
Creating NURBS Curves
873(6)
Creating NURBS Surfaces
879(5)
Chapter Test
884(1)
Modeling Problems
885(5)
NURBS Modeling
890(74)
Modify Tab Layout
890(8)
Creating Point Sub-Objects
898(9)
Creating Independent Curve Sub-Objects
907(2)
Creating Dependent Curve Sub-Objects
909(22)
Creating NURBS Surface Sub-Objects
931(26)
Chapter Test
957(1)
Modeling Problems
958(6)
Editing and Animating NURBS Models
964(96)
Editing NURBS Sub-Objects
964(1)
Selection Levels
964(1)
Cloning NURBS Sub-Objects
965(1)
Applying Modifiers to Sub-Objects
966(2)
Common Sub-Object Editing Rollouts
968(1)
Point Rollout
969(6)
Soft Selection Rollout
975(4)
Point Type-Specific Rollouts
979(2)
CV Rollout
981(6)
Curve Common Rollout
987(9)
Curve Type-Specific Rollouts
996(13)
Surface Common Rollout
1009(9)
Surface Type-Specific Rollouts
1018(10)
Applying Materials to a NURBS Model
1028(7)
Chapter Test
1035(1)
Modeling Problems
1035(25)
Tutorial
1040(20)
Index 1060

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