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3ds Max 8 Fundamentals,9780321412539
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3ds Max 8 Fundamentals


Edition: 1st
Author(s): Boardman, Ted
ISBN10:  0321412532
ISBN13:  9780321412539
Format:  Paperback w/CD-ROM
Pub. Date:  1/1/2006
Publisher(s): New Riders Press

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SummaryTable of Contents
Explores the new features of 3ds max and covers topics such as production techniques for efficient modeling, lighting, rendering, masking techniques, 3D animation, atmospheric effects, and scene assembly.
Introduction xv
Workflow
1(8)
Preparation and Planning
2(3)
The Chain of Command
2(1)
Needs Assessment
3(1)
Storyboarding
3(2)
Execution
5(1)
Choose a Team with Both Desire and Talent
5(1)
Set Up a Productive Working Environment
5(1)
Know When to Stop
6(1)
Integration and Output
6(3)
Develop Office Standards
6(1)
Work in Layers
7(1)
Learn Cinematic Animation Techniques
7(1)
Determine Output Capabilities in Advance
8(1)
Fundamental Concepts
9(24)
Coordinate Systems in 3ds Max 8
10(10)
Getting the Lay of the Land
11(2)
The View Reference Coordinate System
13(1)
The Screen Reference Coordinate System
13(1)
The World Reference Coordinate System
14(1)
The Parent Reference Coordinate System
14(1)
The Local Reference Coordinate System
14(2)
The Grid Reference Coordinate System
16(2)
The Pick Reference Coordinate System
18(1)
Pivot Point Options
18(1)
Coordinate Systems Summary
19(1)
Layers
20(3)
The Layer Manager
21(1)
The Object Properties Dialog
22(1)
Settings and Startup Configuration
23(1)
Basic Lofting Concepts
23(10)
But I Don't Speak the Language!
24(2)
Lofting Options
26(2)
The Importance of the First Vertex
28(1)
Lofting Efficiency
29(4)
Fine-Tuning Productivity Via the 3ds Max Interface
33(12)
Using the Align Tool and Transform Gizmos
34(11)
Aligning Objects Quickly and Accurately
35(1)
Exercise 3.1: Transforming and aligning shapes
35(5)
Increasing Your Productivity: More Gizmo Practice
40(1)
Exercise 3.2: Using Transform gizmos and keyboard shortcuts to enhance productivity
41(4)
Basic Modeling
45(32)
Setting Up a Scene
46(4)
Exercise 4.1: Setting the prototype file
47(3)
Working with 2D Shapes
50(13)
Exercise 4.2: Applying modifiers to shapes
51(3)
Working with 2D Compound Shapes
54(1)
Exercise 4.3: Creating and editing compound shapes
54(5)
More Sub-Object-Level Editing
59(1)
Exercise 4.4: Trimming and welding 2D shapes
60(3)
Cloning Objects and Using More Modifiers
63(5)
Exercise 4.5: Cloning objects for efficiency and flexibility
64(4)
Using Align Tools to Assemble the Building
68(9)
Exercise 4.6: Aligning objects to the active viewport
69(8)
Modeling
77(34)
Applying Modifiers to 3D Primitive Objects
78(15)
Applying a Noise Modifier
79(1)
Exercise 5.1: Creating an undulating ocean bottom
79(3)
Applying Normal and Wave Modifiers
82(1)
Exercise 5.2: Creating a wavy ocean surface
82(4)
Applying a Lattice Modifier
86(1)
Exercise 5.3: Creating a wire cage lobster trap
86(3)
Applying the Mesh Select Modifier
89(1)
Exercise 5.4: Creating a davit to support a pulley and rope
90(3)
Using Lofting to Create 3D Objects
93(5)
Exercise 5.5: Creating a 3D mesh object representing a rope
94(4)
Controlling Lofted Objects Using the Linked XForm Modifier
98(2)
Exercise 5.6: Attaching the rope to the lobster trap
98(2)
Box Modeling
100(6)
Exercise 5.7: Creating a stylized lobster
101(5)
Applying the Symmetry Modifier
106(5)
Exercise 5.8: Creating a whole lobster from a half
106(5)
Cameras
111(18)
Camera Basics
112(1)
Camera Types
112(1)
Scene Composition
113(16)
Camera Field of View
113(1)
Exercise 6.1: Setting the field of view
114(4)
Camera Angle
118(1)
Exercise 6.2: Adjusting the camera angle
118(3)
Rule-of-Thirds Composition
121(1)
Exercise 6.3: Composing the camera view
122(7)
Basic Lighting
129(22)
Painting with Light
130(1)
Using Sunlight to Calculate Shadows
131(10)
The Sunlight System
131(1)
Exercise 7.1: Placing the sunlight system in a scene
131(3)
Sunlight-System Ray-Traced Shadows
134(1)
Exercise 7.2: Optimizing ray-traced shadows
135(3)
Positioning the Sunlight for Time, Date, and Location
138(1)
Exercise 7.3: Positioning a sunlight system
138(3)
Using Omni Lights to Simulate Bounced Light
141(10)
Simulating Atmospheric Light for Landscape and Water Surfaces
141(1)
Exercise 7.4: Lighting horizontal surfaces
141(6)
Lighting the Sky
147(1)
Exercise 7.5: Using the angle of incidence to evenly light the sky
147(4)
3D Lighting
151(30)
Attenuating Light Using Standard Omni Lights
152(9)
Exercise 8.1: Using Far Attenuation and scaled omni lights
152(9)
Adding Spotlights to the Scene for Accent
161(5)
Exercise 8.2: Placing and adjusting spotlights
161(5)
Adjusting Shadow-Mapped Shadows
166(3)
Exercise 8.3: Using shadow-mapped shadow controls
167(2)
Simulating Shadows Using Projector Maps
169(4)
Exercise 8.4: Creating and adjusting target spotlights
169(4)
Projecting Maps for Efficiency
173(8)
Exercise 8.5: Creating and adjusting a projector map
174(7)
Rendering
181(22)
Rendering Options
182(1)
The Render Scene Dialog
183(3)
Exercise 9.1: Setting the output resolution for the Web
183(2)
Exercise 9.2: Setting the output file type
185(1)
The Rendered Frame Window
186(5)
Exercise 9.3: Using the rendered frame window to speed production
187(4)
Rendering for Animations
191(8)
Exercise 9.4: Rendering animations for computer playback
192(4)
Exercise 9.5: Converting still images to animation
196(3)
Rendering for Print Output
199(4)
Exercise 9.6: Using the Print Size Wizard
200(3)
Creating Convincing Materials
203(24)
The Material Editor: Interactive Editing
204(4)
Exercise 10.1: Getting acquainted with the Material Editor
205(3)
Specular Highlights
208(2)
Exercise 10.2: Adjusting the parameters of specular highlights
208(2)
Creating Patterned Materials
210(4)
Exercise 10.3: Using maps as color patterns
211(3)
Using Mapping Coordinates to Size Maps
214(3)
Exercise 10.4: Applying and adjusting a UVW Map modifier
214(3)
Creating the Illusion of Geometry Using Bump Maps
217(5)
Exercise 10.5: Using bump maps for raised tiles
218(4)
Generating Reflections in Materials
222(5)
Exercise 10.6: Applying Raytrace map reflections
222(5)
3D Materials
227(32)
Masking Techniques
228(1)
Applying the Mask Map Type
228(12)
Exercise 11.1: Masking at the map level
228(5)
Using Masking in Materials
233(1)
Exercise 11.2: Masking at the material level
233(7)
Assigning Materials to Objects at Face Level
240(13)
Preparing an Object for a Multi/Sub-Object Material
240(1)
Exercise 11.3: Assigning Material ID numbers
240(3)
Creating the Multi/Sub-Object Material
243(1)
Exercise 11.4: Converting a Standard material to a Multi/Sub-Object material
243(5)
Assigning Different Materials Based on Face Normals
248(1)
Exercise 11.5: The Double Sided material type
248(5)
Material Libraries: A Management Tool
253(6)
Exercise 11.6: Building and saving material libraries
253(6)
Global Illumination
259(26)
Simulating Bounced Light Using Global Illumination
260(1)
Radiosity Rendering
260(7)
Exercise 12.1: Changing renderers in 3ds Max 8
261(3)
Exercise 12.2: Working with photometric lights
264(3)
Radiosity Meshing Parameters
267(5)
Exercise 12.3: Adjusting meshing parameters
269(3)
Exposure Control
272(2)
Exercise 12.4: Accessing and adjusting Exposure Control
273(1)
Radiosity Solution Refinement
274(3)
Exercise 12.5: Increasing radiosity rendering quality
275(2)
Materials for Radiosity Rendering
277(8)
Exercise 12.6: Adjusting reflectance and color bleed
278(7)
Basic Animation
285(14)
About Keyframe Animation
286(1)
Set Key Animation Mode
287(6)
Exercise 13.1: Animating a position using Set Key mode
287(3)
Exercise 13.2: Animating rotation in Set Key mode
290(3)
The Track View-Dope Sheet
293(6)
Exercise 13.3: Opening and setting up the Dope Sheet
294(5)
3D Animation
299(18)
Animating Using Controllers and Constraints
300(4)
Changing an Object's Controller Type
300(1)
Exercise 14.1: Using the path constraint for animation
300(4)
Using Hierarchical Linking for Extra Control
304(2)
Exercise 14.2: Aligning and linking the truck to the dummy
304(2)
Using the Track View-Curve Editor
306(11)
Applying Ease Curves for Velocity Control
306(1)
Exercise 14.3: Adding ease curves in the Curve Editor
307(2)
Editing the Ease Curve to Affect Changes in Velocity
309(1)
Exercise 14.4: Adjusting the Ease Curve graph
310(3)
Changing the Controller to Apply Secondary Motion
313(1)
Exercise 14.5: Adding a Noise controller to the truck for random movement
314(3)
Effects
317(18)
Atmospheric Effects
318(8)
Using the Volume Light Effect
318(1)
Exercise 15.1: Using the Volume Light environment effect
319(3)
Adding Environment Fog
322(1)
Exercise 15.2: Applying Fog and Adjusting its Density
322(4)
Adjusting Particle Flow Effects
326(9)
Exercise 15.3: Adjusting a Particle Flow System
327(8)
Simplified Animation Using Inverse Kinematics
335(14)
Understanding Inverse Kinematics
336(1)
Using Interactive IK
336(7)
Exercise 16.1: Setting up interactive IK joints
337(3)
Animating with Interactive IK
340(1)
Exercise 16.2: Setting the keyframes
340(3)
Animating with the HI Solver
343(6)
Exercise 16.3: Applying the HI solver
343(6)
Dynamics and Scripting
349(16)
Using Reactor to Simulate Collision Dynamics
350(1)
Rigid Body Dynamics
350(6)
Exercise 17.1: Colliding rigid bodies
351(5)
Simulating Cloth
356(5)
Exercise 17.2: Simulating cloth using reactor dynamics
356(5)
MAXScript Routines
361(4)
Exercise 17.3: Running a MAXScript
361(4)
Scene Assembly
365(9)
The Asset Browser
366(4)
Exercise 18.1: Accessing files using the Asset Browser
366(4)
Selective Merging
370(3)
Exercise 18.2: Merging and replacing objects
371(2)
Compositing Rendered Scenes
373(1)
Exercise 18.3: Compositing images in Video Post
374

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