3ds MaxTM8 寶典 3ds Max 8 Bible

出版時(shí)間:2007-8  出版社:John Wiley & Sons Inc  作者:Murdock, Kelly L.  頁(yè)數(shù):1250  
Tag標(biāo)簽:無(wú)  

內(nèi)容概要

Spark your creativity with the world's most popular animation software and the detailed instruction in this power-packed book from an industry expert. If you're new to 3ds Max, jump right in with a Quick Start program that will have you modeling and rendering a complete image your first day. Experienced users, discover exciting new Max 8 features such as a new module for hair and fur, a new cloth system, and much more. This comprehensive book covers every feature, and it's loaded with professional techniques and full color examples to inspire you. 作者簡(jiǎn)介:    Kelly L. Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work. His book credits include various Web, graphics, and multimedia titles, including five previous editions of this book, 3ds Max 8 Bible.     Other major accomplishments include Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, gmax Bible, Adobe Atmosphere Bible, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, Poser 6 Revealed, and co-authoring duties on two editions of the Illustrator Bible (for versions 9 and 10) and two 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, worked as a freelance 3D artist, and even done some 3D programming. Kelly’s been using 3D Studio since version 3 for DOS.     In his spare time, Kelly enjoys the outdoors while rock climbing, mountain biking, or skiing. He works at the design company he co-founded with his brother Chris: Logical Paradox Design.

書(shū)籍目錄

Preface Acknowledgments Part Ⅰ: Learning the Max Interface   Quick Start: Creating a Furry Creature   Chapter 1: Exploring the Max Interface   Chapter 2: Configuring the Viewports   Chapter 3: Working with Files and XRefs   Chapter 4: Working with 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: Modeling Basics and Working with Subobjects   Chapter 14: Drawing and Editing 2D Splines and Shapes   Chapter 15: Using Editable Poly Objects   Chapter 16: Working with Mesh Modifiers   Chapter 17: Surface Modeling with Patches and NURBS   Chapter 18: Building Compound Objects   Chapter 19: Creating Particles and Particle Flow   Chapter 20: Adding Hair and Fur   Chapter 21: Creating a Cloth System Part Ⅳ: Materials and Maps   Chapter 22: Exploring the Material Editor   Chapter 23: Creating Simple Materials   Chapter 24: Creating Advanced Multi-Layer Materials   Chapter 25: Adding Material Details with Maps   Chapter 26: Unwrapping UVs and Pelt Mapping   Chapter 27: Creating Baked Textures and Normal Maps Part Ⅴ: Cameras and Lighting   Chapter 28: Working with Cameras   Chapter 29: Basic Lighting Techniques   Chapter 30: Advanced Lighting, Light Tracing, and Radiosity Part Ⅵ: Animation   Chapter 31: Animation and Keyframe Basics   Chapter 32: Using Animation Modifiers   Chapter 33: Animating with Constraints and Controllers   Chapter 34: Working with the Track View   Chapter 35: Using the Motion Mixer Part Ⅶ: Working with Characters   Chapter 36: Creating and Animating Bipeds   Chapter 37: Rigging Characters   Chapter 38: Working with Inverse Kinematics   Chapter 39: Skinning Characters   Chapter 40: Retargeting Character Animations   Chapter 41: Controlling Biped Crowds Part Ⅷ: Animating with reactor   Chapter 42: Using Space Warps   Chapter 43: Animating with reactor Part Ⅸ: Rendering and mental ray   Chapter 44: Rendering Basics   Chapter 45: Using Atmospheric Effects   Chapter 46: Using Render Elements and Effects   Chapter 47: Raytracing and mental ray   Chapter 48: Batch and Network Rendering   Chapter 49: Using the Video Post Interface Part Ⅹ: MAXScript and Plug-Ins   Chapter 50: Automating with MAXScript   Chapter 51: Expanding Max with Third-Party Plug-Ins Appendix A: What’s New with Max 8 Appendix B: Installing and Configuring 3ds Max 8 Appendix C: Max Keyboard Shortcuts Appendix D: What’s on the DVD Index

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