000 | 03494nam a2200241Ia 4500 | ||
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003 | NULRC | ||
005 | 20250520100632.0 | ||
008 | 250520s9999 xx 000 0 und d | ||
020 | _a9780470916155 | ||
040 | _cNULRC | ||
050 | _aTR 897.7 .D47i 2010 | ||
100 |
_aDerakhshani, Randi L. _eauthor |
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245 | 0 |
_aIntroducing Autodesk 3ds max 2011 : _bAutodesk official training guide / _cRandi Derakhshani and Darius Derakhshsani |
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260 |
_aIndianapolis, Indiana : _bWiley Publishing Incorporation, _cc2010 |
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300 |
_axix, 636 pages : _bcolor illustrations ; _c24 cm. |
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365 | _bUSD31.85 | ||
504 | _aIncludes index. | ||
505 | _aChapter 1: Basic Concepts; How to Read This Book; What Is CGI?; Production Workflow; CG Workflow; CG Specialties; Fundamental Concepts; Coordinate Systems; Animation Fundamentals; 3ds Max Fundamental Terms and Concepts; Summary -- Chapter 2: Your First 3ds Max Project; Getting Around in 3ds Max; Project and File-Management Workflow; The 3ds Max Interface; Jumping Headlong into Production; Summary -- Chapter 3: The 3ds Max Interface; What Am I Looking At?; Screen Layout Command Panels Controls at the Bottom of the UI; The Viewports; Managing Scene Objects; Scene Explorer; The Quad Menu and the Caddy Interface; Summary -- Chapter 4: Modeling in 3ds Max: Part I; Planning Your Model; Modeling Concepts; Modifiers and the Modifier Stack; Look at the Mesh You Got Us Into!; Editable Poly Tools; Modeling a Chest of Drawers; Summary -- Chapter 5: Modeling in 3ds Max: Part II; Building the Red Rocket; Summary -- Chapter 6: Character Poly Modeling; Setting Up the Scene; Creating the Soldier; Summary -- Chapter 7: Materials and Mapping; Materials; The Material Editor Mapping a Pool Ball Mapping, Just a Little Bit More; Exploring the Various Map Types; Using Opacity Maps; Mapping the Rocket; Mapping the Soldier; Summary -- Chapter 8: Introduction to Animation; The Mobile Redux: Setting Up Hierarchies; Ready, Set, Animate!; Animating the Rest of the Mobile; Using Dummy Objects; The Bouncing Ball; Using the Track View-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 with the Soldier Model Using Inverse Kinematics; Summary -- Chapter 10: 3ds Max Lighting; Basic Lighting Concepts; Three-Point Lighting; 3ds Max Lights; Common Light Parameters; Ambient Light; Lighting the Red Rocket; Atmospheres and Effects; Light Lister; Summary -- Chapter 11: 3ds Max Rendering; Rendering Setup; Motion Blur; Previewing with Active Shade; Cameras; Safe Frame; Render Elements; Rendering Effects; Raytraced Reflections and Refractions; Bringing It All Together: Rendering the Rocket; mental ray Renderer; Final Gather with mental ray; 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; So Long, and Thanks for All the Fish. | ||
520 | _aAn Autodesk Official Training Guide to 3ds Max 2011 3ds Max is a popular 3D animation-and-effects software used in movies, visual effects, games, cartoons, short films, commercials, and other animation. However, it also presents a number of challenges to newcomers. | ||
650 | _aTHREE-DIMENSIONAL DISPLAY SYSTEMS | ||
700 |
_aDerakhshani, Darius _eco-author |
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942 |
_2lcc _cBK |
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999 |
_c10100 _d10100 |