3ds Max 9 Bible (Paperback)
Kelly L. Murdock
$1,386Head First Design Patterns (Paperback)
"An excellent book for beginners as well as advanced 3ds Max users. A valuable reference that covers everything you'd want to know."
-Andre Surya, Award-winning Digital Artist
A favorite of 3ds Max artists from beginners to pros!
Why is 3ds Max Bible a perennial bestselling favorite? Because whether you're a beginner looking for a tutorial to get you up to speed your first day or an expert needing a reference to Max's advanced features, it's all here. Loaded with advice, professional tips, and more than 150 step-by-step lessons, this is the most comprehensive reference-tutorial on 3ds Max on the market, and the one you'll turn to again and again.
* Organize and blend sequences with the new Animation Layers feature
* Explore Sun and Sky, Car Paint, and other new mental ray shaders
* Combine and divide objects with ProBoolean and ProCutter
* Create more accurate dynamic animations with updated reactor tools
* Add greater realism with enhanced and integrated hair and fur tools
* Reference objects, materials, and controllers with XRef
Animate a dancing cartoon moose
Isolate mapping surfaces with the Quick Planar map button
Add realistic motion to your model's hairstyle
What's on the DVD?
You'll find before-and-after example files for every tutorial in the book. The DVD also includes:
* Models and textures to customize for your own designs
* Rendered AVI files of animations used in the tutorials
* All the Max files for every tutorial
* Adobe tryout versions of After Effects(r), Photoshop(r) CS2, Illustrator(r) CS2, and Premiere Pro
System Requirements: See the DVD appendix for details and complete system requirements.
Table of Contents
Part I: Learning the Max Interface.
Quick Start: Animating a Dancing Cartoon Moose.
Chapter 1: Exploring the Max Interface.
Chapter 2: Controlling and Configuring the Viewports.
Chapter 3: Working with Files and XRefs.
Chapter 4: Using Vault and the Asset Tracking System.
Chapter 5: Customizing the Max Interface and Setting Preferences.
Part II: Working with Objects.
Chapter 6: Creating and Editing Primitive Objects.
Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers.
Chapter 8: Transforming Objects — Translate, Rotate, and Scale.
Chapter 9: Cloning Objects and Creating Object Arrays.
Chapter 10: Grouping and Linking Objects.
Chapter 11: Working with the Schematic View.
Chapter 12: Introducing Modifiers and Using the Modifier Stack.
Part III: Modeling.
Chapter 13: Learning Modeling Basics and Working with Subobjects.
Chapter 14: Drawing and Editing 2D Splines and Shapes.
Chapter 15: Modeling with Polygons.
Chapter 16: Deforming Surfaces and Using the Mesh Modifiers.
Chapter 17: Modeling with Patches and NURBS.
Chapter 18: Working with Compound Objects.
Chapter 19: Adding and Styling Hair, Fur, and Cloth.
Part IV: Materials and Maps.
Chapter 20: Exploring the Material Editor.
Chapter 21: Creating and Applying Simple Materials.
Chapter 22: Creating Advanced Multi-Layer Materials.
Chapter 23: Adding Material Details with Maps.
Chapter 24: Unwrapping UVs and Pelt Mapping.
Chapter 25: Creating Baked Textures and Normal Maps.
Part V: Cameras and Lighting.
Chapter 26: Configuring Cameras.
Chapter 27: Using Lights and Basic Lighting Techniques.
Chapter 28: Working with Advanced Lighting, Light Tracing, and Radiosity.
Part VI: Animation.
Chapter 29: Understanding Animation and Keyframe Basics.
Chapter 30: Using Animation Layers.
Chapter 31: Using Animation Modifiers and Wiring Parameters.
Chapter 32: Animating with Constraints and Controllers.
Chapter 33: Working with Function Curves in the Track View.
Chapter 34: Combining Animations in the Motion Mixer.
Part VII: Dynamic Animation.
Chapter 35: Creating Particles and Particle Flow.
Chapter 36: Using Space Warps.
Chapter 37: Simulating Physics-Based Motion with reactor.
Chapter 38: Animating Hair and Cloth.
Part VIII: Characters.
Chapter 39: Understanding Rigging and Working with Bones.
Chapter 40: Adding Inverse Kinematics.
Chapter 41: Skinning Characters.
Chapter 42: Creating and Animating Bipeds.
Part IX: Rendering.
Chapter 43: Learning Rendering Basics.
Chapter 44: Using Atmospheric and Render Effects.
Chapter 45: Raytracing and mental ray.
Chapter 46: Batch and Network Rendering.
Part X: Post Processing.
Chapter 47: Compositing and Render Elements.
Chapter 48: Using the Video Post Interface.
Part XI: MAXScript and Plug-Ins.
Chapter 49: Automating with MAXScript.
Chapter 50: Expanding Max with Third-Party Plug-Ins.
Appendix A: What’s New with Max 9.
Appendix B: Installing and Configuring 3ds Max 9.
Appendix C: Max Keyboard Shortcuts.
Appendix D: What’s on the DVD.