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Wiley Autodesk 3ds Max 2012 Essentials

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Contents

1. 363 The Essentials and Beyond ess he sae eR RR eens Sarde tee 369 Index 371
2. Shadow Maps 2 Sato a rco rh e e ba dcc pp echa Gow A Vc e ea 302 Raytraced Shadows ses Lucero Ee Re RE Gne ROCK CERO ie aceon 303 Atmospheres and Effects 2 0 0 c cece cc cece eee I 303 Creating a Volumetric Light 0 ccc ccc ccc cece e 304 Adding Shadows 0cc cece cece cece eet ehh 305 Excluding an Object from a Light ccc ccc cece cnet 306 Adding a Volumetric Effect cese 307 Volume Light Parameters 0 cece cee cece I 308 Light Elster cocus eate un sig ase quedes ste et qs edu ciu EE 309 The Essentials and Beyond 0c ccc cece cece RII 310 xiv CHAPTER 15 3ds Max Rendering 311 Rendering Setup reese reaa De eL eee eS das bao T EE 311 Common T b isnt at Bae ade So eee ae iaake stadia 312 Choosing a Filename 0 cc ccc cet cee teen ene eens 313 Rendered Frame Window 0 00 cc cece tenet nent en 314 Render Processing 2 0 llle hm 315 Assign Rendeter JL oss eot teres PTT Yale o rk EP dpa RE 315 Rendering the Bouncing Ball eeseeeee een n eee 316 Canm er s edge wee p ue DEVE E E T E S RR Rad E a EA eaa 318 Creating a Camera sisse res e eer eh yy p der Ee V E E TEES 318 Using Camer as ai herr E CR E ER ok ad Ah a ahah v Es S E RE RES 319 Talk Is Cheap oscar rrt tare atts ant aber teneo a eo pa Rom a OI arn P 8 319 Animating a Cam ra i d versa yyttk v9 eae ed oe bea a REE ORR ORES 321 Chipping Plane Sos 9 cence trie rto rie er op PIU
3. Mee ML EM 321 Safe Frame 1 22 esa terr ree p E Ra eR A as 322 Raytraced Reflections and Refractions 0 00 c ccc e eee cece eee eens 323 Raytrace Material 0 ccc cece RR ee eeas 323 Tweaking the Render 0 cc cece cee ccc n 324 Raytrace Mapping sse bv ohana enedaared awn EO 4s 325 Refractions Using the Raytrace Material 0 cc ccc cece ences 326 Refractions Using Raytrace Mapping 0 ccc cece ete teen eee 329 Rendering the Rocket 0 ccc ccc cect cet e teeta 331 Creating the Camera Move ccc cece cee tee ee teen een erne 331 Adding Raytraced Reflections 0 ccc cece ccc eee t eee e 334 Turning On the Environment Effects 0 0 ccc cece cece eee eee 337 Outputting the Renders Lo epp t Iv er eR ee cade ba ues 338 The Essentials and Beyond 00 ccc ccc cece RR 339 CHAPTER 16 mental ray and HDRI 341 mental ray Renderer 0 0 cece ce cece cece eh ene 341 Enabling the mental ray Renderer 0 cc cee cece e eee rerne 341 mental ray Sampling Quality 2 0 ccc cnet cence eens 342 Final Gather with mental ray 0 0 0 ccc cece cece eens 344 Final Gather rere ber iere ERCH EROR EUR E REDI RE ER 344 mental ray Materials scele teen e eee eens 348 3ds Max Photometric Lights in mental ray Renderings 4 352 3ds Max Daylight System in mental ray Renderings 0 0000 358 HID RI sie sis
4. Ve shoves prn RD RH REPE 20 Ready Set Model 0 0 ccc ce ccc eee cece eee tence tent hs 21 Modeling the Top J vies a e tech wee haere wed Seer PG Petree a ere aie 21 I Can See Your Drawers Lucus vtewhkebNPCERCEE RR HORE Pe Gh CEES Vus 28 Modeling the Bottom sis 25 uos et E REID vu PES Calg ston SiGe Ere s 33 x Creating the Knobs 0 ccc ccc cece cence nee han 42 Editing the Profile etes uestes aetate D fitt 46 Copying the Knob 0 ccc ccc cc eect e aen 47 The Essentials and Beyond 0 cc cece cette cette tne nee neeee 49 CHAPTER 3 Modeling in 3ds Max Part I 51 Building the Red Rocket rete eiie eee tae ek MEE Somers 51 Creating Planes and Adding Materials 0 0 0 0 ccc cece cee cee e eens 52 Creating the Body is costes ad e pa ERUCERRCRNRRSERRPRCRPORES 55 Smoothing the Body 5 srt es es ETE E aol e OG So eee aad 61 Adding Detail to the Rocket Body ccc ccc ccc cee ene teens 62 Creating the Wheel Well 0 0 llle 64 Creating the Control Panel 0 ee cece cen eh 69 Creating the Back Wheel Axle Assembly 76 Further Body Work 0 ccc cece cece batur n 79 Hold On to Your Seats dics dance dau Vanes RI b Re hx nr Een EEG 83 The Essentials and Beyond 0 00 0 cc cece cc ce cette RII 85 CHAPTER 4 Modeling in 3ds Max Part Il 87 Creating the Thruster o ova be I Givens Tie eve EPA REEPUVS 87 Using Lathe for the Thruster Shape 0 0 ccc cee c cece
5. eee eee 88 Creating the 3D Object for the Thruster Detail 0 00 eee eee 91 Making the Wheels aser eR epe REV PGOTU RR ELPUCOPEPUTRFE PG gu 96 Creating the First Wheel 0 0 ce ccc ce eee I mh 97 Placing the Wheels iios ete Perea eeu x qe Y RERO tani 99 Getting a Handle on Things 0 ccc ccc ccc eee ee 100 Creating the Pathe i566 asta seb rey Seah aan PE SENE UPS WES 101 Creating the Shape 0 ccc ccc cece cee eee 102 Editing the Loft Object 2 0 0 ccc ccc cece ee teen een e eens 103 Adding Detail iin essct er OR ees tenes 44s obedient erue paras 105 The Essentials and Beyond 0 cc cece ce cee tect ee teen ene tenes 110 CHAPTER 5 Animating a Bouncing Ball 111 Animating the Ball rete tita iert me ere ee dacs 111 Copying Keyframes 4 csse ce temer trek en t hehe ceased decre us 113 Using the Track View Curve Editor 0 0 cece cece cnet eee eae 113 Reading Animation Curves lisse 116 xi Refining the Animation 0 00 cece ce cee men 118 Editing Animation Curves 0 0 0 0 ccc ce cence cece n 118 Finessing the Animation sees en 120 Squash and Stretch isse bere seed E alavah aust nca partes secded 120 Setting the Timing eio Ep RR Se SERGE ewe aa ae od aa 121 Moving the Ball Forward 0 00 ccc cece ce teen cent a n eens 123 Adding a ROM 52 9 ee pL Ee RUE LEA TU riu ud Sweet 124 Using the XForm Modifier 0 2 0 ccc cec
6. 213 Using a UVW Mapping Modifier 213 Mapping the Body cece cece ect e eee e mn 216 Creating the Material 0 ccc ccc een tnt e een e eens 218 Flipping the Decal 5a orenen tb vie va ee Soe Re eda e px Se Osea 218 The Control Panel 529 b E REED DRE CREE CERE aces 221 Bring on the Nose Bring on the Funk 0 c cece cee eee eee eens 222 The Essentials and Beyond lesse 224 CHAPTER 11 Textures and UV Workflow The Soldier 225 Mapping the Soldier 0 ccc cece cee cence n 225 UV UnwrabplIDg vau n ebrei tp Sue aces dy aang od i aeterne detur sce t Red sees Gom 226 Pelting the Left Arm UVS ii ciceeli m rer RR RE RR ERR REY RES 233 Pelting the Right Arm UVS 0 ccc cece eee e 235 Unwrapping and Using Pelt for the Head 0 0 eee cece eee ee 236 Seaming the Rest of the Body cc ccc ccc cece cece eee 240 Unfolding the Rest of the Body cc cece ccc cece cee cena 242 Applying the Color Map 0 0 ccc ccc cece m han 248 Applying the Bump Map 00 0 ccc cece cece cece nee enna 249 Applying the Specular Map 0 0 cece cece cece hen 253 The Essentials and Beyond 0 ccc ccc cece ce RII 254 CHAPTER 12 Character Studio Rigging 255 Character Studio Workflow 0 0 cece cece cence e 255 General Workflow llsseeeeeeeeeeeeeee ehh nhan 256 Associating a Biped with the Soldier Model 0 00 cece eee cee ee eee 258 Creating a
7. CONTENTS Introduction XU CHAPTER 1 The 3ds Max Interface 1 The Workspace 5 5 tbbucERID Gk a DG E aa aa RS 1 User Interface Elements 00 irra cece cece e 1 TANO a EAEE EEEE eee E Rh ha 4 VieWCUDG EI per RR E Wu rA YR ae a FARE ERR Ra 5 Mouse Buttons 0 ueteri e hetero t e e ede natant Aware vate 6 Quad Men s cisco esu dee eed ree rd mds 6 The Caddy Interface 4 oer kr e En cte ee cbe eds 8 Display of Objects in a Viewport 0 0c cece cece ccc RII 8 Viewport Navigation sna csc vaca p I ver PvOeCRY GU RE VER ee Ya 10 Transforming Objects Using Gizmos llle 11 MOVE iss ieu rhe pa era p G PRO RR de Susie OR Guede CERETENPQN ERG IPS 11 loci DTE a ILE 12 RI cA EE 12 Graphite Modeling Tools Ribbon 0 cc cee ccc ete eee ene e nes 13 Command Panel 22 omae anna eR FRI D e bent ate een at ata aes 13 Object Parameters and Values sese 14 Modifier Stack ioa sese eere e eI etae bt e modia 14 Objects and Subobjects 0 ccc ccc cece RR 15 Time Slider and Track Bar os desea tes Sa aaa wed aoa She aac 15 File Management 00 c ccc ccc cece nee ren 16 Setting Project iioc E dees E eles ears deeds daw Cam CPG 16 Version UBI s diaconum SERRE DIUI RU IRE RUD AR SUR ean aves aay ee aes 17 The Essentials and Beyond isses 18 CHAPTER 2 Your First 3ds Max Project 19 Starting to Model a Chest of Drawers 0 c cece eee n een ee 19 Ready Set Reference cis sess ee
8. e cece cence een eens 125 Animating the XForm Modifier 00 ccc cee cece cnet nee 126 The Essentials and Beyond 00 cc ccc cece cece RII 128 CHAPTER 6 Animating a Thrown Knife 129 Anticipation and Momentum in Knife Throwing 0 0 cee eee eee 129 Blocking Out the Animation lees 129 Trajectories ETC 132 Adding Rotation 0 ccc cc cee cece eet ee hn 133 Adding Anticipation o exe E seed Pe pee EE 135 Follow Through 0 c cee cc cence iena ie iarna E 136 Transferring Momentum to the Target 0 cc cece eee eee ee ees 137 Parent and Child Objects llle 137 The Essentials and Beyond 0 0 0 cece cece tet e eee eee nee nene 139 CHAPTER 7 Character Poly Modeling Part I 141 Setting Up the Scene s i4 5 4 5 0 e Ge RR GEH RERCERERAVERBERCHNPRRCERPRGEG 141 Creating Planes and Adding Materials 0 cece cece eee tenes 142 Adding the Materials 00 ccc ccc ccc cee cee Ie 143 Creating the Soldier eger hor EDT Ee RUM any Gra Gn ae a we 144 Forming the TorsO 0 ccc ccc cent cent nee ne en 144 Creating the Artn ii sssos pa e e i S645 E adc B EET RR ags 154 Creating the Legs ous eon tert bk xai b ER e a ad ia Ee dac ae ba 158 Fixing Up the Body isses a beh ye dou soda did Sa bes EAERS 162 The Essentials and Beyond 00 0 ccc ccc cee tee eet n een ene e ences 164 CHAPTER 8 Character Poly Modeling Part Il 165 Completing the Ma
9. in Body 00 ccc ccc cece ccc e 165 Creating the Accessories 1 eect ete n tee eee ten eens 169 Puttirig On the Boots lt 0 Sess epe rb E AO EE Ur are ici ane eed ar oes 176 Creating the Hands 0 ccc ccc cect teen tne eee enn ene 180 The Essentials and Beyond 0 ccc cece cee teen teen e nee tees 183 CHAPTER 9 Character Poly Modeling Part III 185 Creating the Heddr esrin aE aE ei visa MP oe are bale eens 185 Merging In and Attaching the Head s Accessories 000 cc ceee eens 198 The Essentials and Beyond 0 cc ccc cece cee RII 200 CHAPTER 10 Introduction to Materials Red Rocket 201 E EE E E E EE A A E TE E aa Eat TE EE TE 201 Compact Material Editor 2 0 0 ccc cc RII 202 Standards ie RUP S E ead CEA ghd DIE ER 203 Shades 25 escis aciei EE E E Rei ecd veu 204 Mapping the Rocket 0 ccc cece cece Ih hs 204 Th Whee1S s 00 4 0 0 s0004 0 40 E oats a RA RA rey CR E cased aad saad 205 Creating a Multi Sub Object Material 0 0 cece cee eee eee 205 Selecting Polyfoon scree serenana ra cee cnt n 206 Loading the MSO Material into the Material Editor llus 207 Fine tuning the Materials 0 0 ccc cece cect e 208 Applying a Bump Map 0c cece cece eee tenet net teniss 211 Mapping the Fins Introduction to Mapping Coordinates 211 The Base Material ssec ed ceded cava cava ead acne RE RETE 212 Adding the Decal ie ccc nce Rm
10. nd Modifying the Biped 00 ccc cece cette tenes 258 Adjusting the Torso and Arms ee 263 Adjusting the Neck and Head 0 cece eee cc ete eee teen ees 264 Applying the Physique Modifier 265 Controlling the View 0 cc ccc cee ccc ce Ihn 268 Tweaking Physique 45 irt rm EP rr va Ee etr er e doceo eet 270 The Essentials and Beyond 0 0 cee cee cee te tee ene teen eee neee 273 CHAPTER 13 Character Studio Animating 275 Character Animation 00 ccc cece cece cece ence nh 275 Animating the Soldier 0 cc ccc ccc cece cence ee hh 275 Adding Freeform Animation 00 ccc cece eee e 277 Modifying Animation in the Dope Sheet 0 cece cece eee ees 282 The Essentials and Beyond 0c cee cee cee te eee teen enn ene 288 CHAPTER 14 Introduction to Lighting Red Rocket 289 Three Point Lighting 00 cece ee te RR 289 3ds Max MD MS Sessio betae pers iuter aa ithe uU E M dE 290 Default Lights ccc ccc cece cette s 290 Standard Lights si 3 06 sansa sain ava s DERE T VG pPORSEEPYU a 291 Target Spotlights cuu eere P OUTRT TIU E bL P PPP PVPITeUS REV UOI 291 Target Direct Light 0 0 ccc ccc ccc ee ene enn ene enn eens 293 Free Spot or Free Direct Light 00 ccc cece ce tee ee 294 Oni 5t oos en cen ree Dette et ee ae UE 296 Lighting the Red Rocket 0 ccc ce cee cee cee teen e 297 Selecting a Shadow Type cc cece ce cece teen eee e 301

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