Synopses & Reviews
Let Your Imagination Run WildVideo game and feature-film artists have used 3ds Max to create Halo 2, King Kong, Myst V, and more. Now you can harness this popular animation software with the clear, step-by-step instruction in this easy-to-follow guide.
Introducing 3ds Max 9: 3D for Beginners breaks down the complexities of 3D modeling, texturing, animating, and visual effects. You'll jump right into the pipeline—from preproduction to production to postproduction—with clear-cut explanations, tutorials, and hands-on projects to build your skills. A special color insert includes real-world examples from talented 3ds Max beginners. From immediately creating your first animation to tackling poly modeling, rendering, and particles, you'll get a solid grounding in 3ds Max 9.
- Build the knowledge you need for game, film, and TV production
Master modeling—from simple and complex polygon mechanical models to organic character modeling
Assign textures effects and UV texture mapping
Create walk cycles and simple character animations with Character Studio
Explore lighting, rendering, and raytracing concepts
Render through mental ray and raytracing
Discover simple rigid body dynamics and Max's particle systems
Valuable companion CD
The CD includes all the image files, scenes, and support materials needed to create the tutorials in the book, as well as a demo version of 3ds Max.
Create a low-poly model tank
Learn to apply different surfaces to objects
Put cameras to workAbout the Authors
Synopsis
Video game and feature-film artists have used 3ds Max to create Halo 2, King Kong, Myst V, and more. Now you can harness this popular animation software with the clear, step-by-step instructions in this easy-to-follow guide. This book breaks down the complexities of 3D modeling, texturing, animating, and visual effects. Clear-cut explanations, tutorials, and hands-on projects help build your skills and a special color insert includes real-world examples from talented 3ds Max beginners.
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Synopsis
Video game and feature-film artists have used 3ds Max to create Halo 2, King Kong, Myst V, and more. Now you can harness this popular animation software with the clear, step-by-step instructions in this easy-to-follow guide. This book breaks down the complexities of 3D modeling, texturing, animating, and visual effects. Clear-cut explanations, tutorials, and hands-on projects help build your skills and a special color insert includes real-world examples from talented 3ds Max beginners.
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
About the Author
Dariush Derakhshani is an award-winning 3D animator, author, and educator. He has worked on movies such as
The Fantastic Four and Pan's Labyrinth, the
South Park TV series, and numerous commercials and music videos. He teaches 3D animation and is the author of
Introducing Maya 7: 3D for Beginners (Sybex).
Randi L. Munn teaches 3D animation at The Art Institute of California and has worked as a digital artist and technical director for games and movie projects with Gizmo Games, RJB Enterprises, and Sony.
Table of Contents
Introduction.
Chapter 1: Basic Concepts.
How to Read This Book.
What Is CGI?
Production Workflow.
CG Workflow.
CG Specialties.
Core Concepts.
Coordinate Systems.
Basic Animation Concepts.
Basic 3ds Max Terms and Concepts.
Summary.
Chapter 2: Your First Max Animation.
Getting Around in 3ds Max.
Project and File Management Workflow.
The 3ds Max Interface.
Jumping Headlong into Animation.
Setting Up the Hierarchy.
Summary.
Chapter 3: The 3ds Max Interface.
What Am I Looking At?
Managing Scene Objects.
Summary.
Chapter 4: Modeling in 3ds Max: Part I.
Planning Your Model.
Modeling Concepts.
Look at the Mesh You Got Us Into!
Editable Poly Tools.
Modeling a Chest of Drawers.
Modeling a Hand.
Summary.
Chapter 5: Modeling in 3ds Max: Part II.
Setting Up the Scene.
The Editable Poly Tools.
Lofting the Barrel.
Lathing the Wheels.
Using Snapshot to Create the Tracks.
Summary.
Chapter 6: Organic Poly Modeling.
Setting Up the Scene.
Creating the Basic Form.
Adding Detail.
Final Touches.
Summary.
Chapter 7: Materials and Mapping.
Materials.
The Material Editor.
Mapping a Pool Ball.
Mapping, Just a Little Bit More.
Maps.
More Mapping Exercises.
Mapping Coordinates.
Summary.
Chapter 8: Introduction to Animation.
Hierarchy in Animation: The Mobile Redux.
Using Dummy Objects.
Bouncing Ball.
Using the Track Editor–Curve Editor.
Track View.
Anticipation and Momentum in Knife Throwing.
Summary.
Chapter 9: Character Studio and IK Animation.
Character Animation.
Character Studio Workflow.
Creating a Biped.
Animating a Biped.
Associating a Biped to a Character.
Using Inverse Kinematics.
Summary.
Chapter 10: 3ds Max Lighting.
Basic Lighting Concepts.
Three-Point Lighting.
3ds Max Lights.
Common Light Parameters.
Ambient Light.
Creating Shadows.
Atmospheres and Effects.
Light Lister.
Summary.
Chapter 11: 3ds Max Rendering.
Rendering Setup.
Motion Blur.
Previewing with ActiveShade.
Cameras.
Safe Frame.
Render Elements.
Rendering Effects.
Raytraced Reflections and Refractions.
Summary.
Chapter 12: Particles and Dynamics.
Understanding Particle Systems.
Setting Up a Particle System.
Particle Systems and Space Warps.
Using Rigid Body Dynamics.
Using Soft Body Dynamics.
Summary.
Index.