Autodesk 3ds Max 2013 Bible
Buy Rights Online Buy Rights

Rights Contact Login For More Details

More About This Title Autodesk 3ds Max 2013 Bible

English

Updated version of the bestselling 3ds Max book on the market

Autodesk 3ds Max is top animation software used by developers, visual effects artists, and graphic designers in film, television, and the game industry. One place designers turn for crucial information on how to use 3ds Max is this in-depth book. Whether you're a beginner just itching to create something right away or an experienced user checking out the latest and greatest features, you'll find it here. See what's new, what's tried and true, and just how creative you can get using the tips, tricks, and techniques in this essential reference. Every previous edition has been a top-seller.

Packs expert advice, timesaving tips, and more than 150 step-by-step tutorials into over 800 pages that help you master this complex softwareGives you in-depth coverage of all new features, as well as the basicsJump-starts your learning on day one with a Quick Start tutorial, so you can create an exciting animation right awayProvides you with access to all before-and-after example files from each tutorial, plus unique models and textures that you can customize on the companion CDIncludes extra content from previous editions of the 3ds Max Bible, including bonus Quick Start tutorials from previous editions

Whether you're just starting out or getting up to speed on 3ds Max 2013, this comprehensive book will get you there.

English

Kelly L. Murdock has been writing computer books for many years. His credits include eleven editions of the bestselling 3ds Max Bible, five editions of Adobe Creative Suite Bible, Edgeloop Character Modeling For 3D Professionals Only, and many other books. He holds a degree in engineering with an emphasis on computer graphics.

English

About the Author  v

Preface   xxxv

Acknowledgments            xli

Part I: Getting Started with Autodesk 3ds Max 2013 1

Quick Start: Falling from a Tightrope          3

Chapter 1: Exploring the Interface           15

Chapter 2: Controlling the Viewports         39

Chapter 3: Working with Files           69

Part II: Manipulating Objects 87

Chapter 4: Creating and Editing Primitive Objects        89

Chapter 5: Selecting Objects and Using Layers         107

Chapter 6: Transforming Objects, Pivoting, Aligning, and Snapping      133

Chapter 7: Cloning Objects and Creating Object Arrays       163

Chapter 8: Grouping, Linking, and Parenting Objects        185

Part III: Modeling 3D Assets 195

Chapter 9: Introducing Subobjects and Modifiers and Using the Modifier Stack    197

Chapter 10: Drawing and Editing 2D Splines and Shapes      221

Chapter 11: Modeling with Polygons         255

Chapter 12: Using the Graphite Modeling Tools        289

Chapter 13: Working with Compound Objects          321

Part IV: Applying Materials and Textures 335

Chapter 14: Creating and Applying Standard Materials with the Slate Material Editor    337

Chapter 15: Adding Material Details with Maps        361

Chapter 16: Creating Compound Materials and Using Material Modifiers     381

Chapter 17: Unwrapping UVs          397

Part V: Working with Cameras, Lighting, and Rendering 423

Chapter 18: Configuring and Aiming Cameras         425

Chapter 19: Using Lights and Basic Lighting Techniques      441

Chapter 20: Rendering a Scene and Enabling Quicksilver      461

Chapter 21: Using Atmospheric and Render Effects         477

Chapter 22: Rendering with mental ray and iray        501

Chapter 23: Compositing with Render Elements and the Video Post Interface   521

Part VI: Animating Objects and Scenes 549

Chapter 24: Understanding Animation and Keyframes       551

Chapter 25: Animating with Constraints and Simple Controllers     575

Chapter 26: Using Animation Layers and Animation Modifiers     597

Chapter 27: Wiring Parameters            611

Chapter 28: Editing Animation Curves in the Track View      621

Part VII: Working with Characters 653

Chapter 29: Understanding Rigging, Kinematics, and Working with Bones    655

Chapter 30: Skinning Characters           675

Chapter 31: Animating Characters with CAT        693

Part VIII: Dynamic Animation 711

Chapter 32: Creating Particles            713

Chapter 33: Using Space Warps            737

Appendix A: What’s New with Autodesk 3ds Max 2013       759

Appendix B: What’s on the CD-ROM         763

Index     767

loading