Introduction | p. vii |
Getting Started | p. 1 |
What Is "3D"? | p. 1 |
Light and Shadows | p. 3 |
Setting up Cinema 4D | p. 4 |
The Interface Construction Kit | p. 4 |
Creating and Manipulating Objects | p. 13 |
Object Display in the Viewports | p. 13 |
Operating Modes | p. 17 |
Tools and Functions | p. 17 |
Handler | p. 19 |
Object Manager and Attribute Manager | p. 19 |
Configuration of Editor Viewports | p. 24 |
Display Options | p. 25 |
Filter Options | p. 25 |
Making HUD Elements Visible | p. 25 |
Additional Viewport Options | p. 27 |
Polygon Tools: A Work Example | p. 29 |
Creating the Basic Form | p. 30 |
HyperNURBS Modeling | p. 78 |
The HyperNURBS Display in the Editor | p. 79 |
Using Weighting | p. 80 |
HyperNURBS Work Examples | p. 83 |
The Sweep NURBS Object | p. 88 |
The Lathe NURBS Object | p. 93 |
The Loft NURBS Object | p. 98 |
Working with Online Help | p. 101 |
Continuative Information about the Managers | p. 102 |
Surfaces, Light, and Rendering | p. 115 |
Creating Materials | p. 115 |
Edit Materials | p. 115 |
The Material Editor | p. 116 |
Basic Channel Settings | p. 116 |
The Diffuse Channel | p. 120 |
The Luminance Channel | p. 121 |
The Transparency Channel | p. 121 |
The Reflection Channel | p. 124 |
The Environment Channel | p. 125 |
The Fog Channel | p. 125 |
The Bump Channel | p. 126 |
The Normal Channel | p. 127 |
The Alpha Channel | p. 127 |
The Specular Channel | p. 128 |
The Specular Color Channel | p. 129 |
The Glow Channel | p. 130 |
The Displacement Channel | p. 130 |
Texture Settings | p. 133 |
Illumination Settings | p. 136 |
Applying Materials | p. 137 |
What Are UV Coordinates? | p. 137 |
The Quality of Textured Objects in Editor Viewports | p. 138 |
Overview of Textured Objects | p. 138 |
Organizing and Editing Textures | p. 139 |
Painting with BodyPaint 3D | p. 140 |
The Projection of Materials | p. 147 |
Editing UV Coordinates | p. 152 |
Defining Surfaces with Shaders | p. 160 |
Texturing of a CD | p. 161 |
Simulate Spectral Refraction and Scattering | p. 171 |
Rendering and Saving Images | p. 181 |
Output Settings | p. 184 |
Save Settings | p. 184 |
Antialiasing Settings | p. 188 |
Options Settings | p. 189 |
Multi-Pass Settings | p. 191 |
Preparing the Scene | p. 192 |
Starting the Render Process | p. 192 |
The Virtual Photo Studio | p. 194 |
Deformers | p. 194 |
Using a Camera | p. 196 |
Working with Area Lights | p. 199 |
Ambient Occlusion | p. 204 |
Applying the Material | p. 206 |
Creating Metallic Shininess | p. 218 |
Modeling and Texturing a Palm Tree | p. 220 |
Creating Symmetrical Splines | p. 220 |
Duplicating along a Spline | p. 222 |
Finishing the Trunk | p. 224 |
The Palm Branch | p. 225 |
Materials of the Palm Tree | p. 229 |
Working with Image Templates | p. 239 |
Modeling the Fender | p. 241 |
The Front of the Fender | p. 245 |
Headlights and Bumper | p. 250 |
The Bumper | p. 252 |
Turn Signal and Fog Light | p. 254 |
The Grille | p. 255 |
The Front Trunk Lid | p. 256 |
A Pillar and Roll Bar | p. 257 |
The Door | p. 259 |
Optimizing Edges and Points Manually | p. 260 |
The Rear Bar | p. 261 |
The Rear | p. 263 |
The Rear Side Window | p. 266 |
Ironing out Irregularities | p. 268 |
The Tailgate | p. 270 |
The Tail Cover | p. 274 |
The Rear Bracket at the Tail | p. 277 |
The Grid Areas | p. 279 |
Tail Lights | p. 281 |
The Gap Size | p. 284 |
Front Air Vents and the Windshield | p. 285 |
The Windshield Wiper | p. 292 |
The Door Handle and Exterior Mirror | p. 296 |
The Roof and Side Window | p. 298 |
The Tailgate Hinge | p. 300 |
Adding Various Small Parts | p. 301 |
Tires | p. 304 |
The Rim | p. 307 |
Materials for the Car | p. 312 |
Nonreflective Surfaces | p. 313 |
Using Individually Shaped Faces in Materials | p. 314 |
Headlights | p. 316 |
The Lighting of the Car | p. 317 |
Creating Virtual Surroundings | p. 320 |
Creating Clouds | p. 322 |
Baking Textures | p. 324 |
Lighting with Images | p. 326 |
Global Illumination | p. 329 |
The Stochastic Mode | p. 330 |
The Standard Mode | p. 331 |
Preparation for Global Illumination Calculation | p. 332 |
Animation | p. 337 |
The Basics | p. 337 |
The Powerslider | p. 337 |
Manipulating Keyframes | p. 338 |
Creating New Keyframes | p. 339 |
The Navigation within an Animation | p. 340 |
The Keyframe Interpolation | p. 340 |
Modeling a Soccer Ball | p. 341 |
Animating the Ball | p. 344 |
Changing the Timing | p. 346 |
Animating Parameters | p. 347 |
The Timeline | p. 349 |
Optimizing Keyframes and Working with F Curves | p. 350 |
Rendering and Saving the Animation | p. 352 |
Motion Blur | p. 352 |
Connecting Parameters with XPresso | p. 354 |
XPresso Nodes | p. 356 |
Character Animation with MOCCA | p. 359 |
Bones and Joints | p. 360 |
Creating a Joint Skeleton | p. 360 |
Assigning Weightings | p. 363 |
Dynamic Cloth Simulation | p. 365 |
Inverse Kinematics | p. 369 |
Morphing | p. 371 |
Group Target Objects | p. 374 |
The Skin Deformer | p. 377 |
Morph Poses with PoseMixer | p. 378 |
Controlling XPresso Expressions with User Data | p. 378 |
Index | p. 383 |
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