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