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Inside 3ds max 4 By Kim Lee
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Specificaties
- Objectstaat
- Title
- Inside 3ds max 4
- ISBN
- 9780735710948
- Subject Area
- Computers
- Publication Name
- Inside 3DS Max4
- Item Length
- 9.1 in
- Publisher
- New Riders Publishing
- Subject
- Computer Graphics
- Publication Year
- 2001
- Type
- Textbook
- Format
- CD-ROM / Trade Paperback
- Language
- English
- Item Height
- 1.9 in
- Item Width
- 7.4 in
- Item Weight
- 54.8 Oz
- Number of Pages
- 912 Pages
Over dit product
Product Information
This latest edition of Inside 3ds max is retooled to focus on the needs of the intermediate to professional user, based on continuing conversations with our target audience. This market is crying out for information that goes beyond the basic to provide guidance on how to make the most use of the program in real-world work situations. Inside 3ds Max 4 explores changes in the program as well as more advanced functionalities and how they can assist the professional user in enhancing efficiency or output. Inside 3ds max 4 is organized into units that mirror and actually step through the workflow of a 3D project. Moreover, where differences exist in the application of techniques between the broadcast/film and game/interactive applications, the authors present careful analysis to assist readers in making the right choices for their technical work. The CD-ROM includes all of the project files necessary to complete the projects as well as any plug-ins referred to in the text.
Product Identifiers
Publisher
New Riders Publishing
ISBN-10
0735710945
ISBN-13
9780735710948
eBay Product ID (ePID)
1922045
Product Key Features
Publication Name
Inside 3DS Max4
Format
CD-ROM / Trade Paperback
Language
English
Subject
Computer Graphics
Publication Year
2001
Type
Textbook
Subject Area
Computers
Number of Pages
912 Pages
Dimensions
Item Length
9.1 in
Item Height
1.9 in
Item Width
7.4 in
Item Weight
54.8 Oz
Additional Product Features
LCCN
00-111151
Lc Classification Number
Tr897.7.I56 2002
Table of Content
(NOTE: Each chapter concludes with a Summary.) Introduction. I. WHAT'S NEW. 1. Changes in the Interface. Resizable Viewport Panels. Expandable Command Panel. Redesigned Stack View Display. Redesigned Drop-Down Menus. Improved Transform Type-In. New Quad Menus. New Manipulators. Enhanced Track Bar. Enhanced Playback Controls and Time Configuration. Improved Interactive Rotation. New Visual MAXScript. 2. Changes in Modeling and Materials. Modeling Tools. 3. Changes in Animation. Character Animation Overview. Bones. Inverse Kinematics (IK). Constraints. Skin. Flex Modifier. Point Cache Modifier. Wire Parameter. Reactor Controller. Explicit Set Key. Spring Controller. New Space Warps. 4. Changes in Rendering. New Multi-Pass Effects. New ActiveShade. New Exposure Control. New Render Elements Functionality. Enhanced Network Rendering. II. PRODUCTION WORKFLOW. 5. Workflow in the Broadcast/Film Environment. The Project/The Elements. The Artists. The Tools. 6. Workflow in the Games/Interactive Environment. The Artist's Role on a Game-Development Team. Roles: Who Does What? Game Artist's Workflow. The Tools. III. MODELING. 7. Non-Organic Modeling for Broadcast/Film. Building a Toy Fire Truck Using Polygonal Modeling Techniques. 8. Non-Organic Modeling for Games/Interactive Applications. 9. Organic/Character Modeling Using the Patch Method for Broadcast/Film. 10. Organic/Character Modeling Using the Box Method for Broadcast/Film. The Advantages of Box Modeling. 11. Organic/Character Modeling for Games/Interactive Applications. IV. RIGGING. 12. Non-Organic Model Rigging for Broadcast/Film Applications. 13. Non-Organic Model Rigging for Games/ Interactive Applications. 14. Organic/Character Model Rigging for Broadcast/Film Applications. Defining Bones. 15. Organic/Character Model Rigging for Games/Interactive Applications. V. MATERIALS AND MAPPING. 16. Materials/Shaders/Mapping for the Fire Truck. 17. Materials/Shaders/Mapping for the Jester. 18. Materials/Shaders and Mapping for Games/Interactive Applications. Material IDs Versus Sub-Object Materials. VI. ANIMATION. 19. Camera Matching. 20. Animation Techniques. Animating Is Practicing. 21. Particle Effects. Basic Components of Particle Systems. Particle Classes. The Project. 22. Scripting Custom Animations. This Chapter's Exercise. The Script at Work. VII. LIGHTING. 23. Lighting Techniques for Broadcast/Film. The Nature of max Lighting. Preparing to Light. 24. Lighting Techniques for Games/Interactive Applications. Model Preparation. VIII. RENDERING AND COMPOSTING. 25. Rendering for Compositing. Motion Blur. Using Motion Blur. Multi-Pass Rendering. 26. Compositing and Finishing in Combustion. Why Combustion? Appendix: What's on the CD-ROM. Index.
Copyright Date
2002
Target Audience
Scholarly & Professional
Dewey Decimal
006.6/96
Dewey Edition
21
Illustrated
Yes
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