Dariush Derakhshani & Randi L. Derakhshani 
Autodesk 3ds Max 2016 Essentials [EPUB ebook] 

поддержка
Start animating right away with this tutorial-based guide to Autodesk 3ds Max 2016

Autodesk 3ds Max 2016 Essentials is your perfect hands-on guide to start animating quickly. Using approachable, real-world exercises, you’ll master the fundamentals of this leading animation software by following full-color screen shots step by step. Each chapter opens with a quick discussion of concepts and learning objectives, and then launches into hands-on tutorials that give you firsthand experience and a good start on preparing for the 3ds Max certification exam. You’ll learn the basics of modeling, texturing, animating, and visual effects as you create a retro-style alarm clock, animate a thrown knife, model a chair, and more. Whether you’re a complete beginner or migrating from another 3D application, this task-based book provides the solid grounding you need in Autodesk 3ds Max 2016.



  • Model your character with polygons, meshes, and more

  • Add motion with simple and complex animations

  • Add color and textures to visualize materials and surfaces

  • Render interior scenes with great lighting and camera placement


If you want to learn 3ds Max quickly and painlessly, Autodesk 3ds Max 2016 Essentials helps you start animating today.

€32.99
Способы оплаты

Содержание

Introduction xxi

Chapter 1 The 3ds Max Interface 1


Navigating the Workspace 1


User-Interface Elements 1


Viewports 4


View Cube 6


Mouse Buttons 6


Quad Menus 7


Displaying Objects in a Viewport 8


Viewport Navigation 10


Transforming Objects Using Gizmos 11


Graphite Modeling Tools Set 13


Command Panel 14


Object Parameters and Values 14


Modifier Stack 15


Objects and Sub-Objects 15


Time Slider and Track Bar 16


File Management 16


Setting a Project 16


Version Up! 18


Now You Know 18


Chapter 2 Your First 3ds Max Project 19


Setting Up a Project Workflow 19


Exercise 2.1: Setting Up a Project 20


The Secret to Accurate Modeling: Reference Material! 20


Exercise 2.2: Setting Up the Modeling Reference 21


Building a Simple Model 24


Exercise 2.3: Starting with a Primitive 24


Exercise 2.4: Modeling in Sub-Object Mode 25


Exercise 2.5: Bringing on the Bevel 29


Exercise 2.6: Chamfering Time 32


Creating Details Using Splines 38


Exercise 2.7: Building the Handle 38


Lathing, Extruding, and Beveling to Create 3D from 2D 45


Exercise 2.8: Lathing to Make a Whole 45


Exercise 2.9: Creating the Clock Numbers and Hands 48


Bringing It All Together 54


Exercise 2.10: Using Merge 54


Now You Know 56


Chapter 3 Modeling in 3ds Max: Architectural Model Part I 57


Setting Up the Scene 58


Exercise 3.1: Setting Up Units 58


Exercise 3.2: Importing a CAD Drawing 59


Building the Room 63


Exercise 3.3: Creating the Walls 63


Exercise 3.4: Creating the Doors 66


Exercise 3.5: Creating the Window 69


Exercise 3.6: Adding a Floor and a Ceiling 71


Adding Special Details to the Room 74


Exercise 3.7: Creating Baseboard Moldings 75


Now You Know 82


Chapter 4 Modeling in 3ds Max: Architectural Model Part II 83


Modeling the Couch 83


Exercise 4.1: Blocking Out the Couch Model 84


Exercise 4.2: Using NURMS to Add Softness 86


Exercise 4.3: Building Detail on the Couch Model 89


Exercise 4.4: Creating the Chaise Lounge 92


Exercise 4.5: Modeling the Couch Feet 95


Modeling the Lounge Chair 97


Exercise 4.6: Creating Image Planes 98


Exercise 4.7: Adding the Images 99


Exercise 4.8: Building the Splines for the Chair Frame 100


Exercise 4.9: Building the Chair Cushion 106


Exercise 4.10: Creating the Chair’s Base 108


Bringing It All Together 113


Now You Know 115


Chapter 5 Introduction to Animation 117


Animating the Ball 118


Exercise 5.1: Setting Keyframes 118


Exercise 5.2: Copying Keyframes 120


Exercise 5.3: Using the Track View — Curve Editor 121


Reading Animation Curves 124


Refining the Animation 126


Exercise 5.4: Editing Animation Curves 127


Exercise 5.5: Squash and Stretch 129


Exercise 5.6: Setting the Timing 131


Exercise 5.7: Moving the Ball Forward 132


Exercise 5.8: Using the XForm Modifier 135


Exercise 5.9: Animating the XForm Modifier 136


Exercise 5.10: Correcting the Rotation 137


Now You Know 138


Chapter 6 Animation Principles 139


Anticipation and Momentum in Knife Throwing 139


Exercise 6.1: Blocking Out the Animation 139


Exercise 6.2: Working with Trajectories 142


Exercise 6.3: Adding Rotation 144


Exercise 6.4: Adding Anticipation 146


Exercise 6.5: Following Through 148


Exercise 6.6: Transferring Momentum to the Target 149


Now You Know 152


Chapter 7 Character Modeling Part I 153


Setting Up the Scene 153


Exercise 7.1: Creating the Image Planes 154


Exercise 7.2: Adding the Images to the Planes 155


Blocking Out the Alien Model 156


Exercise 7.3: Forming the Torso 157


Exercise 7.4: Creating Symmetry 161


Exercise 7.5: Blocking Out the Arms 162


Exercise 7.6: Blocking Out the Leg 167


Exercise 7.7: Refining the Body 172


Exercise 7.8: Building the Neck 179


Now You Know 184


Chapter 8 Character Modeling Part II 185


Creating the Alien Head 185


Exercise 8.1: Blocking Out the Head 185


Exercise 8.2: Building the Nose and Eye 188


Building the Alien Hand 194


Exercise 8.3: Building the Palm of the Hand 194


Exercise 8.4: Beveling the Fingers 196


Building the Foot 203


Exercise 8.5: Blocking Out the Foot 203


Exercise 8.6: Beveling the Toes 205


Completing the Alien 208


Exercise 8.7: Attaching to the Body 208


Exercise 8.8: Using Symmetry 214


Exercise 8.9: Finishing the Head 215


Now You Know 220


Chapter 9 Introduction to Materials 221


Navigating the Slate Material Editor 221


Identifying the Standard Material 223


Standard Materials 223


Identifying the mental ray Material 224


Identifying Shaders 224


Building Materials for the Couch 225


Exercise 9.1: Creating a Standard Material 225


Exercise 9.2: Applying the Material to the Couch 226


Exercise 9.3: Adding a Bitmap 228


Exercise 9.4: Mapping Coordinates 230


Exercise 9.5: Adding Materials to the Feet 232


Exercise 9.6: Applying a Bump Map 234


Building Materials for the Lounge Chair 236


Exercise 9.7: Creating a Leather Material for the Chair Cushion 236


Exercise 9.8: Creating a Reflective Material 238


Building Materials for the Window 241


Exercise 9.9: Creating a Multi/Sub-Object Material 242


Now You Know 247


Chapter 10 Textures and UV Workflow: The Alien 249


Defining UVs on the Alien’s Body 250


Exercise 10.1: Seaming the Alien’s Body 250


Unwrapping UVs on the Alien’s Body 256


Exercise 10.2: Unwrapping the Alien’s Arm 257


Exercise 10.3: Unwrapping the Alien’s Body 261


Exercise 10.4: Arranging the Alien’s UVs 263


Building and Applying Material to the Alien 266


Exercise 10.5: Applying the Color Map 266


Exercise 10.6: Applying the Bump Map 267


Exercise 10.7: Applying the Specular Map 269


Now You Know 271


Chapter 11 Character Studio: Rigging 273


Character Studio Workflow 273


General Workflow 274


Associating a Biped with the Alien Model 276


Exercise 11.1: Creating and Modifying the Biped 276


Exercise 11.2: Adjusting the Torso and Arms 283


Exercise 11.3: Adjusting the Neck and Head 285


Skinning the Alien Model 287


Exercise 11.4: Applying the Skin Modifier 288


Exercise 11.5: Testing the Model 288


Exercise 11.6: Tweaking the Skin Modifier 290


Exercise 11.7: Testing the Alien Model Rig 294


Exercise 11.8: Controlling the View 296


Now You Know 298


Chapter 12 Character Studio: Animation 299


Animating the Alien 299


Exercise 12.1: Adding a Run-and-Jump Sequence 300


Freeform Animation 302


Exercise 12.2: Moving the Head 302


Exercise 12.3: Moving the Arms 305


Exercise 12.4: Completing the Motion Sequence 307


Modifying Animation in the Dope Sheet 308


Exercise 12.5: Adding Footsteps Manually 308


Exercise 10.6: Using the Dope Sheet 309


Now You Know 314


Chapter 13 Introduction to Lighting: Interior Lighting 315


Recognizing 3ds Max Lights 315


Standard Lights 316


Target Spotlight 316


Target Direct Light 318


Free Spot or Free Direct Light 319


Omni Light 320


Lighting a Still Life 321


Exercise 13.1: Setting Up the Basic Lights for the Scene 322


Exercise 13.2: Adding Shadows 325


Exercise 13.3: Adding a Fill Light 326


Exercise 13.4: Setting Up the Fill Light Attenuation 328


Selecting a Shadow Type 330


Atmospherics and Effects 332


Exercise 13.5: Creating a Volume Light 332


Volume Light Parameters 337


The Light Lister 338


Now You Know 339


Chapter 14 3ds Max Rendering 341


Navigating the Render Setup Dialog 341


Common Tab 342


Choosing a Filename 343


Rendered Frame Window 344


Render Processing 344


Assign Renderer 345


Rendering a Scene 346


Exercise 14.1: Rendering the Bouncing Ball 346


Working with Cameras 348


Exercise 14.2: Creating a Camera 350


Exercise 14.3: Animating a Camera 352


Exercise 14.4: Clarifying Safe Frames 354


Raytraced Reflections and Refractions 356


Exercise 14.5: Creating Reflections with Raytrace Material 357


Exercise 14.6: Raytrace Mapping 359


Exercise 14.7: Using the Raytrace Material to Create Refractions 360


Exercise 14.8: Using Raytrace Mapping to Create Refractions 363


Rendering the Interior and Furniture 365


Exercise 14.9: Adding Raytraced Reflections 365


Exercise 14.10: Outputting the Render 367


Now You Know 368


Chapter 15 mental ray 369


Navigating the mental ray Renderer 369


Exercise 15.1: Enabling the mental ray Renderer 369


mental ray Sampling Quality 370


Navigating the Final Gather Parameters 372


Basic Group 373


Advanced Group 374


The mental ray Rendered Frame Window 375


Navigating mental ray Materials 376


Exercise 15.2: Setting Up the Material Editor 376


Exercise 15.3: Using Arch & Design Material Templates 377


Exercise 15.4: Creating Arch & Design Materials 381


Exercise 15.5: Using the Multi/Sub-Object Material and Arch & Design 383


Using Photometric Lights with mental ray 385


Exercise 15.6: Using Photometric Lights in mental ray Renderings 385


Using the Daylight System 391


Exercise 15.7: Using the Daylight System in mental ray Renderings 391


Now You Know 396


Appendix Autodesk 3ds Max Certification 397


Index 401

Об авторе

About the Authors
Randi L. Derakhshani teaches 3D and visual effects at The Art Institute of California and has worked as a digital artist and technical director for fames and movie projects with Gizmo Games, RJB Enterprises, and Sony. Dariush Derakhshani is an award-winning visual effects supervisor, author, and educator. His movie and TV credits include The Fantastic Four, Pan’s Labyrinth, and the South Park TV series, as well as numerous commercials and music videos. Dariush has written all of Sybex’s Introducing Maya books. He teaches 3D animation and is the author of Sybex’s Introducing Maya book. Randi and Dariush are both Autodesk Certified Instructors.
Купите эту электронную книгу и получите еще одну БЕСПЛАТНО!
язык английский ● Формат EPUB ● ISBN 9781119059899 ● Размер файла 45.3 MB ● издатель John Wiley & Sons ● Страна US ● опубликованный 2015 ● Издание 1 ● Загружаемые 24 месяцы ● валюта EUR ● Код товара 4454727 ● Защита от копирования без

Больше книг от того же автора (ов) / редактор

16 453 Электронные книги в этой категории