
Résumé
Table of contents
CHAPTER 1: CUSTOMIZING MAX RELEASE 3: Creating customized menus, icons and floaters (for new MAX Release 3 users), the Macro-recorder Function
CHAPTER 2: LIGHTING BASICS REVISITED: A studio setup -- key lighting, fill lighting, and rim lighting; lighting a room interior: duplicating radiosity effects
CHAPTER 3: CREATING REALISTIC MATERIALS: A PRIMER: Natural and industrial materials creation; creating your own realistic materials
CHAPTER 4: MAX RELEASE 3?S NEW RENDERING AND ANTIALIASING MODES: Using MAX?s new AA filters and Supersampling. Models include a high-res ?retro-futuristic? room interior
CHAPTER 5: MATERIALS, PART I: PHONG, BLINN AND METAL: Creating realistic metals by using custom bitmaps; creating realistic metals by blending different shading types
CHAPTER 6: MATERIALS, PART II: FALLOFF AND REFLECTION MAPS: Refining reflective metal textures with MAX Release 3?s new Falloff Map features; creating custom materials with Falloff, including Iridescence, X-Ray and Pearlescent effects. Models include a room interior with vase, a robot hand, and a high-res human skull
CHAPTER 7: MATERIALS, PART III: OREN-NAYER-BLINN AND MULTI-LAYER: MAX Release 3?s new shading types, and creating ?rocky? surfaces, both wet and dry; using Glossiness and Specular Strength Maps to create water dripping effects; creating ?car paint??realistic lacquered finishes using MAX Release 3?s Multi-layer material
CHAPTER 8: MATERIALS, PART IV: ANISOTROPIC, RGB MULTIPLY AND DISPLACEMENT: Creating enhanced materials with the Anisotropic shader and the Multi-layer map; punching up your material saturation with RGB Multiply; using Displacement on polygonal geometry. Models include a futuristic sports car and architectural displacement maps
CHAPTER 9: ANIMATED MATERIALS AND OPTICAL EFFECTS, PART I: Disintegration effects: using the Cellular map and Blend materials to create lightning; creating glowing edges with Noise Masks and Maps; creating and using animated opacity maps to ?eat away? your geometry
CHAPTER 10: ANIMATED MATERIALS AND OPTICAL EFFECTS, PART II: A ?deconstruct the effect? chapter for MAX Release 3 beginners; a breakdown of an explosion sequence; creating an exploding asteroid with Particle Array to create glowing chunks of debris
CHAPTER 11: BENDING LIGHT: EFFECTIVE RAYTRACING TECHNIQUES: Introducing MAX?s raytracing Map and Material type; creating realistic reflections and refractions; creating metals, glass, translucency, fluorescence, and rubber effects
CHAPTER 12: MESHSMOOTH, PART I: POLYGONAL MODELING: Using MAX?s MeshSmooth modifier to build a futuristic fighter plane. Rocket plane model included on CD-ROM
CHAPTER 13: MESHSMOOTH, PART II: NURMS, SKIN AND FLEX: Using a cartoony dragon head model to demonstrate MeshSmooth?s NURMS features; animating the Dragon head using the Skin modifier; adding supplementary animation via the Flex modifier. Dragon head and body models included on CD-ROM
CHAPTER 14: THE MORPHER CONTROLLER: Creating simple facial animation with MAX Release 3?s new Morpher modifier; pose-to-pose and weighted target morphing
CHAPTER 15: SPLINE MODELING WITH SURFACE TOOLS: Creating an SR-71 spy plane model and an alien head, by using drawn templates and Release 3?s Surface Tools features. Final SR-71 and alien head models included on CD-ROM
CHAPTER 16: AN INTRODUCTION TO MAXSCRIPT, RELEASE 3: Introducing MAXScript for new artists; creating script interfaces for specific tasks
CHAPTER 17: A MAXSCRIPT GRAB-BAG: Using MAXScript utilities, including Flip Normals, Unify Normals, Multi-Modifiers, List Objects, Camera Info, Light Info, Batch Rendering, Poly Data Export, and SRT (Scale, Rotation, Translation) Export (all included on CD-ROM)
CHAPTER 18: FUN WITH PLUGINS: BLUR, TERRAIN AND GREEBLE 1.5: Using Tom Hudson?s Greeble 1.5 plug-in (revised and updated for MAX Release 3); creating heat distortion effects using Johnny Ow?s Blur plug-in; creating landscapes using Johnny Ow?s Terrain material. Greeble 1.5, Blur and Terrain (plug-ins for Release 3 only) included
THE CD-ROM
The CD-ROM contains almost 600 megabytes worth of data ? all the scene files and texture maps needed for each of the book?s tutorials, as well as 250 megabytes of new textures, models from both the 3D Studio MAX f/x: Creating Hollywood-Style Special Effects and 3D Studio MAX R2.5 f/x and Design books, and bonus special effects scenes.
L'auteur - John A. Bell
Jon A. Bell, ecrivain et infographiste 3D, a utilise 3D Studio des sa premiere version (pour MS-DOS). Apres avoir travaille dix ans en tant que redacteur en chef et journaliste dans le monde des magazines d?informatique, Jon s'est reconverti pour se consacrer pleinement aux images de synthese et a l'animation pour la television, le cinema, les jeux video et l?edition. Il a produit des animations pour des films tels que L'Exorciste III, Terminator II et Cherie, j'ai agrandi le bebe. Il a realise en video les books d?Autodesk/Kinetix en 1991 et 1994, celui du SIGGRAPH en 1997, ainsi que ceux de la NAB (National Association of Broadcasters) en 1993 et 1996. Il est consultant chez Digital Phenomena et Matte World Digital.
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Coriolis |
Auteur(s) | John A. Bell |
Collection | f/x & Design |
Parution | 10/10/1999 |
Nb. de pages | 430 |
Format | 20,3 x 25,4 |
Poids | 1400g |
EAN13 | 9781576104231 |
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