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9780735713871

Inside 3ds max 7

by
  • ISBN13:

    9780735713871

  • ISBN10:

    0735713871

  • Edition: DVD
  • Format: Paperback w/CD
  • Copyright: 2005-01-01
  • Publisher: New Riders Press
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Summary

The world of 3D modeling and animation is a complex one. Lucky for you, withInside 3ds max 7, you get not just one instructor but a team of expert developers and trainers who cover the newly revised program from every angle. Using case studies to uncover real-word solutions as well as hands-on tutorials to help you arrive at practical answers to everyday issues, this all-in-one reference is the answer to your 3ds max prayers. You'll find out how to use 3ds max's production tools (plus the whys behind their use) and be exposed to informative, inspirational examples of varying artistic styles. And when you're ready, you'll also find complete coverage of advanced topics: camera matching, character rigging, rendering, compositing, and more. To complete the learning package, a companion CD includes all of the book's lesson files. Whether you're a game designer, Hollywood effects wizard, or industrial designer you'll soon be creating out-of-this-word worlds with 3ds max 7 and this guide.

Table of Contents

Introduction xix
Part I What's New
What's New in the Interface and Tools
3(28)
Interface: Same Overall Look
3(12)
Flat Shaded Mode
4(2)
Walkthrough Mode
6(5)
Toggling Dialogs and Editors
11(1)
New Toolbar Items
12(1)
Menu Changes
13(2)
Tools: Workflow Timesavers
15(14)
Paint Selection Region
16(2)
Object Display Culling
18(3)
Array Preview
21(2)
New Align Tools
23(4)
Snaps Improvements
27(2)
Summing Up
29(2)
What's New in Modeling
31(18)
Edit Poly Modifier
32(1)
Select Poly by Angle
33(1)
Paint Soft Selection
34(2)
Make Planar
36(1)
Bridge
36(3)
Building a Bridge
38(1)
Cut Tool
39(2)
Turn Edges
41(2)
Paint Deformation and Relax
43(3)
TurboSmooth Modifier
46(1)
Summing Up
47(2)
What's New in Texturing
49(26)
Highlight Seams
50(3)
Unwrap UVW Improvements
53(2)
Absolute/Offset Mode
53(1)
Paint Select Mode
53(1)
Edge Loop
54(1)
Projection Modifier
55(7)
Projecting a Normal Map
56(6)
MPEG Files for Input
62(1)
Copying Texture Values
63(1)
VertexPaint Modifier Improvements
64(3)
Adjust Color Dialog
64(2)
Color Palette
66(1)
Preserve UVs
67(2)
Subsurface Scattering (SSS)
69(5)
Playing with SSS
71(3)
Summing Up
74(1)
What's New in Animation
75(28)
Expose Transform Helper
76(4)
Using Expose Transform
77(3)
Parameter Collector
80(2)
Taking Notes
81(1)
Reaction Manager
82(4)
Getting a Reaction
83(3)
Skin Wrap Modifier
86(2)
Skin Morph Modifier
88(3)
Bone Tools Mirror
91(1)
character studio
92(10)
Figure Mode
93(2)
Footstep Mode
95(2)
Motion Flow Mode
97(1)
Mixer Mode and Motion Mixer
98(1)
Biped Animation Mode
99(3)
Summing Up
102(1)
What's New in Rendering
103(20)
Photometric Lights: Preset Lights
104(1)
mental ray Shadow Map Rollout
105(2)
Render Shortcuts Toolbar
107(4)
Renderable Spline Modifier
111(2)
Motion Blur for Lights and Cameras
113(2)
Assign Vertex Colors Utility
115(4)
Summing Up
119(4)
Part II Managing max
Scripting
123(46)
Getting into the Mindset
125(3)
Start with Pseudocode
125(1)
Use the MAXScript Reference
125(1)
Steal
126(1)
Use the Macro Recorder, but Don't Rely on It Completely
126(1)
Try to Generalize Code When You Feel It's Worth It
127(1)
Get a Good Text Editor to Write Longer Scripts
127(1)
Making Life Interesting---Your First Ten (or So) Words of MXS
128(20)
The ``$'' Symbol
130(1)
The ``show'' Command
131(1)
Putting a Two-Word Vocabulary to Work
132(1)
``move,'' ``rotate,'' ``scale,'' and ``in coordsys''
133(1)
Automating with ``for'' Loops
134(1)
``where'' and ``classOf''
135(5)
``random'' Numbers
140(3)
#( ) and [ ]---Working with Arrays
143(3)
``at time''---Animating with MAXScript
146(2)
Getting Your Way---Building Custom UI Elements
148(17)
quickDraft: A Render Settings Manager
148(13)
colorClip---Creating a Dockable Toolbar
161(4)
Going Further with MAXScript
165(4)
Part III Modeling
Precision Modeling
169(28)
Primitives
170(2)
Developing Primitives
170(2)
Working with Arrays
172(5)
Shapes and Splines
177(6)
Adding Precision with Shapes
177(3)
Cutting and Fitting
180(3)
Profiles and Shapes
183(9)
Adding Detail
187(5)
Final Assembly
192(4)
Finishing Touches
194(2)
Summing Up
196(1)
Environmental Modeling
197(72)
Building Rocky Terrain
199(22)
Roughing Out the Geometry
199(8)
Mapping the Terrain
207(4)
Adding Complexity with Materials
211(10)
Modeling a Ground Plane
221(4)
The Fiery Pit
225(8)
Crystals
233(3)
Creating Plant Life
236(21)
Modeling a Tree
237(15)
Grass
252(5)
Modeling Microscopic Worlds
257(10)
Building a Cell
257(10)
Summing Up
267(2)
Character Modeling
269(58)
Modeling in Sub-Ds
270(19)
A Pig in a Box
270(5)
Pig's Feet
275(1)
The Pig's Head
276(6)
Polishing the Pig
282(7)
Attaching Limbs
289(8)
Assembling a Hand
289(4)
Completing the Torso
293(4)
Building Muscle
297(5)
Modeling the Head
302(17)
Edge-Looping the Mouth
303(7)
Building the Nose
310(4)
Completing the Head
314(5)
The Eyes Have It
319(5)
The Cartoon Eye
320(4)
Summing Up
324(3)
Part IV Texturing
Texture Mapping
327(28)
The Material Editor
328(9)
Shader Types
329(1)
Material Types
330(2)
Map Types and Examples
332(4)
Dancing About Architecture
336(1)
Texture Mapping
337(17)
Mapping Procedural Objects
338(7)
Multi/Sub-Objects
345(5)
Decal Techniques
350(4)
Summing Up
354(1)
Developing Textures
355(34)
Planar Mapping
356(4)
Using Planar Mapping for Texturing
356(4)
Procedural Mapping
360(21)
Noise Mapping
360(4)
Fun with Falloff
364(10)
Diffuse Shading
374(7)
Multi-Layer Materials
381(5)
Creating a Lacquered Surface
381(5)
Summing Up
386(3)
Part V Lighting
Lighting Basics
389(40)
Lighting Tells a Story
390(4)
The Three Components of Light
394(2)
Light Types
396(3)
Standard Lights
396(1)
Photometric Lights
397(2)
Light Systems
399(7)
Sunlight System
399(3)
Daylight System
402(4)
Shadow Types
406(14)
Shadow Maps
406(7)
Raytraced Shadows
413(4)
Area Shadows
417(3)
Lighting a Character
420(7)
Character Key and Fill
420(3)
Hotspot and Falloff
423(4)
Summing Up
427(2)
Lighting for Film, Video, & Games
429(36)
Combining CG and Reality
430(15)
Preparation and Research
430(2)
Lighting the Scene
432(4)
Using Light Tracer
436(5)
Rendering Light Elements
441(4)
Lighting for Games
445(16)
Key Lighting
446(3)
Fill and Special Lights
449(6)
VertexPaint
455(3)
Baking Materials
458(3)
Summing Up
461(4)
Part VI Animation
Introduction to Animation
465(56)
Constraints
466(46)
Attachment Constraints
466(9)
Script Controllers
475(7)
Simple Attachment
482(5)
Link Constraints
487(6)
Surface and LookAt Constraints
493(4)
Recursive Constraints
497(3)
LookAt Constraints
500(2)
Path Constraints
502(6)
Position Constraints
508(4)
Manipulators
512(8)
Wiring a Slider
513(4)
Animating Sliders
517(3)
Summing Up
520(1)
character studio
521(58)
cs Features and Benefits
522(1)
Biped Rigs
523(5)
Creation
523(2)
Editing the Biped Skeleton
525(2)
Figure Mode and Figure Files
527(1)
Physique vs. Skin
528(3)
Skin Your Mesh to Biped Bones
529(1)
Physique Your Mesh to Biped Bones
530(1)
Biped Animation Basics
531(4)
Free Form and Footstep Animation
531(1)
Quaternions
532(1)
Setting Keys
533(2)
Biped Free Form Mode
535(1)
Animating Pivot Points
535(1)
Biped Footstep Mode
536(3)
Footstep Creation and Editing
536(1)
Dynamic Steps
537(2)
Biped Animation Tools
539(9)
Track Selection Tools
539(1)
Layers
540(1)
Head and Body Animation
540(2)
Shifting Weight
542(1)
Animated IK Blend
543(1)
Using List Controllers for Biped Subanimation
543(1)
Copy/Paste Pose/Posture/Track
544(1)
Display Tools
545(2)
Motion Flow---Motion Scripting
547(1)
Motion Capture Editing
548(3)
Motion Mixer
551(14)
Using Motion Mixer
552(2)
Filtering Motion
554(5)
Tiling a Clip
559(2)
Using Track Weights
561(4)
Quadrupeds and Extra Bones
565(2)
Crowd
567(9)
Using Crowd
568(1)
Starting a Crowd
569(3)
Getting More Crowded
572(4)
Summing Up
576(3)
Part VII Particles and Dynamics
Physics and Dynamics
579(74)
Breaking the Ice
583(17)
Convex and Concave Fragments
588(6)
Creating Fragments
594(2)
The Slice Approach
596(4)
Testing and Stabilizing
600(18)
Initial Testing of the Fracture
602(2)
Storing and Viewing Collisions
604(8)
Stabilizing the Fragments
612(6)
Animating the Dolphin
618(26)
Let Reactor Do It All
618(2)
Hand-Animating a Rigid Body
620(14)
A Deforming Mesh
634(6)
Attaching a Deformable Body
640(4)
Just Add Water
644(5)
Back to Hand-Animation
645(1)
Adding Water
645(1)
Stabilizing the Ice
646(2)
Making the Water Renderable
648(1)
Finishing Touches
649(2)
Summing Up
651(2)
Introduction to Particle Flow
653(80)
Elements of a Particle System
655(5)
Non-Event-Driven Particle Systems
660(3)
Event-Driven Particles
663(21)
PF Source Parameters
664(4)
Particle View
668(1)
Menu Bar
669(4)
Parameters Panel
673(1)
The Depot
674(1)
Event Display Panel
675(3)
Actions
678(5)
Wiring Events
683(1)
Particles for Environmental Effects
684(48)
Create a Particle Source
685(8)
Force and Collision
693(3)
Catching Stray Particles
696(2)
BlobMesh
698(5)
Rising Gas Bubbles
703(5)
Spawning Animated Geometry
708(9)
Splash Effect
717(6)
Smear Effect
723(7)
Glow Effect
730(2)
Taking Your Exercises Further
732(1)
Summing Up
732(1)
Particle Effects
733(62)
Flight Path
734(7)
Leaving a Trail
734(7)
Electricity
741(20)
Triggering Lightning with Scene Objects
741(6)
Branched Lightning
747(3)
Expanding Electrical Field
750(5)
Duplicating Particle Setups
755(2)
Triggering Lightning with Scripts
757(4)
Fire
761(8)
Exploding Sparks
761(3)
Scorch Marks
764(2)
Going Down in Flames
766(3)
Smoke
769(10)
Smoke Trail
769(3)
Blowing Smoke
772(7)
More with PFlow Scripts
779(5)
Final Touches
784(7)
Non-Event-Driven Particles
784(3)
Video Post
787(4)
Summing Up
791(4)
Part VIII Rendering and Compositing
Rendering Basics
795(44)
ActiveShade
796(4)
The Render Scene Dialog
800(11)
Environment and Effects Dialog
811(13)
Animation Rendering
824(1)
Rendering to a Background
825(7)
Printing and Exporting
832(4)
Print Size Wizard
832(1)
Panorama Exporter
832(2)
Shockwave 3D Exporter
834(2)
Rendering More Effectively
836(1)
Taking Your Exercises Farther
837(1)
Summing Up
837(2)
Advanced Rendering
839(40)
Ink 'n Paint
842(7)
Light Tracer (Global Illumination)
849(9)
Color Bleeding
849(1)
The Light Tracer Panel
850(2)
Adaptive Undersampling
852(2)
Setting Up a Light Tracer Scene
854(2)
Alternatives for Global Illumination
856(2)
Radiosity
858(9)
Light Sources for Radiosity
859(1)
Exposure Controls
860(2)
Materials Considerations
862(1)
Using the Radiosity Renderer
863(4)
mental ray
867(11)
mental ray Lights
869(1)
mental ray Materials
870(2)
mental ray Rendering Setup
872(5)
Additional mental ray Information
877(1)
Taking Your Exercises Farther
878(1)
Summing Up
878(1)
Compositing
879(42)
The Basics
880(1)
Render Elements
881(6)
Composition Strategies
887(11)
Matte Material and the Exclusion of Objects
887(11)
Video Post
898(21)
Adding Filters
901(8)
Motion Blur
909(10)
Taking Your Exercises Farther
919(1)
Summing Up
920(1)
Index 921

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