Résumé
- Shows beginning users how to create an exciting animation their very first day with 3ds max, the world's most popular animation modeling and rendering software for film, television, games, and design visualization
- 3ds max is used to create high-profile animations for feature films such as X-Men 2, Minority Report, and Tomb Raider, and in the creation of popular games such as Dungeon Siege, Spiderman, Command and Conquer: Renegade, and Grand Theft Auto
- More than 150 tutorials give readers valuable hands-on experience under the expert guidance of 3ds max master Kelly Murdock
- A valuable CD-ROM will include a demo version of the new 3ds max release, tutorial files, 3D models, bonus plug-ins, and more
- A sixteen-page, full-color insert shows how contributing artists are taking max to the next level
L'auteur - Kelly L. Murdock
Kelly Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work. His book credits include various 3D, graphics, multimedia, and Web titles, including nine previous editions of this book, 3ds Max Bible. Other major accomplishments include Google SketchUp Bible, Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, The Official Guide to Anime Studio, Poser 6 and 7 Revealed, 3D Game Animation For Dummies, gmax Bible, Adobe Atmosphere Bible, Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, and co-authoring duties on two editions of the Illustrator Bible (for versions 9 and 10) and four editions of the Adobe Creative Suite Bible.
With a background in engineering and computer graphics, Kelly has been all over the 3D industry and still finds it fascinating. He's used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films and games, worked as a freelance 3D artist, and even done some 3D programming. Kelly's been using 3D Studio since version 3 for DOS. Kelly has also branched into training others in 3D technologies. He currently works as a production manager for an upcoming game company.
Sommaire
- Part I: Learning the Max Interface
- Quick Start: Animating a Monster Truck at the Beach
- Finding Your Way-Exploring the Max Interface
- Seeing It All-Working with the Viewports
- Working with Files and Xrefs
- Customizing the Max Interface and Setting Preferences
- Part II: Working with Objects
- Creating and Editing Primitive Objects
- Selecting Objects and Setting Object Properties
- Cloning Objects and Creating Object Arrays
- Grouping and Linking Objects
- Working with the Schematic View
- Transforming Objects-Translate, Rotate, and Scale
- Introducing Modifiers for Basic Object Deformation
- Part III: Modeling
- Modeling Basics
- Drawing and Editing 2D Splines and Shapes
- Working with Meshes and Polys
- Creating and Editing Patches
- Working with NURBS
- Building Compound Objects
- Creating Particles and Particle Flow
- Part IV: Materials and Maps
- Exploring the Material Editor
- Creating Simple Materials
- Creating Advanced Multi-Layer Materials
- Adding Material Details with Maps
- Controlling Mapping Coordinates
- Part V: Cameras
- Working with Cameras
- Matching and Tracking Cameras
- Multi-Pass Camera Effects
- Part VI: Lighting
- Basic Lighting Techniques
- Advanced Lighting and Light Tracing
- Advanced Lighting and Radiosity
- Part VII: Animation
- Animation Basics
- Animating with Constraints and Controllers
- Using the Expression Controller
- Working with the Track View
- Part VIII: Character Animation
- Character Modeling
- Rigging Characters
- Animating Characters
- Using Inverse Kinematics
- Part IX: Dynamics
- Using Space Warps
- Creating a Dynamic Simulation
- Animating with reactor
- Part X: Rendering
- Rendering Basics
- Using Atmospheric Effects
- Using Render Elements and Effects
- Raytracing and mental ray
- Network Rendering
- Part XI: Compositing and Post-Production
- Using External Compositing Tools
- Using the Video Post Interface
- Part XII: MAXScript and Plug-Ins
- Automating with MAXScript
- Expanding Max with Third-Party Plug-Ins
- Part XIII: Max in Action
- Max and Games
- Max and Visualization
- Max and Special Effects
- Appendix A: What's New with Max 6
- Appendix B: Installing and Configuring 3ds max 6
- Appendix C: Max Keyboard Shortcuts
- Appendix D: What's on the CD-ROMs
Caractéristiques techniques
PAPIER | |
Éditeur(s) | Wiley |
Auteur(s) | Kelly L. Murdock |
Parution | 22/04/2004 |
Nb. de pages | 1254 |
Format | 18,5 x 23,5 |
Couverture | Broché |
Poids | 1700g |
Intérieur | Noir et Blanc |
EAN13 | 9780764557637 |
ISBN13 | 978-0-7645-5763-7 |
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