3ds max 7 Bible3ds max 7 宝典(附CD)

3ds max 7 Bible3ds max 7 宝典(附CD) - 图书城
作者:
Kelly L. Murdock 著
ISBN:
9780764579714 , 0764579711
出版社:
Wiley
出版日期:
2005-6-1
定价:
406.00
¥330.10元 去当当网购买
内容提要 :
Book Description
  Packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials, this book is a must for anyone who wants to master this complex, expensive software package
  Offers full coverage of new software features and enhancements and shows users how to master everything from the Particle Flow interface and architectural objects and materials to Shockwave 3D Export and VertexPaint features
  The companion CD-ROMs include a demo version of the new 3ds max, tutorial files, 3D models, bonus plug-ins, and more
  3ds max is used to create approximately eighty percent of the top video games-including Grand Theft Auto 3-and is extensively employed for special effects in movies such as The Matrix Reloaded
  From the Back Cover
  If 3ds max 7 can do it, you can do it too ...
  "Max" is a powerhouse of impressive features, and whether you're a seasoned pro or just starting out, you'll find version 7 exciting, challenging, and a lot of fun. This book is packed with everything you need to create professional-quality animations with Max. It covers every feature, with special emphasis on features new to this version. Best of all, it teaches you to use this versatile software in a context designed to spark your creativity, with full color examples of 3ds max creations that will inspire you.
  Inside, you'll find complete coverage of 3ds max 7
  Use the special Quick Start tutorial chapter to create your first 3D animation project right away Explore new modeling features, including the Edit Poly modifier and new Skin Wrap and Skin Morph modifiers
  Add details to low-polygon models with Max's new normal mapping feature
  Discover how the new Deformation Paintbrush features can push and pull mesh objects to add smooth details
  Animate characters and crowds with the integrated Character Studio features
  Learn from tutorials that teach you key concepts in ten steps or less and provide figure examples to study and compare .
目录 :
Preface
Acknowledgments
Part Ⅰ: Learning the Max Interface
 Quick Start: Creating and Animating a Three-Fingered Gaaboot
 Chapter 1: Finding Your Way-- Exploring the Max Interface
 Chapter 2: Seeing It All--Working with the Viewports
 Chapter 3: Saving Your Scene--Working with Files and XRefs
 Chapter 4: Customizing the Max Interface and Setting Preferences
Part Ⅱ: Working with Objects
 Chapter 5: Creating and Editing Primitive Objects
 Chapter 6: Selecting Objects and Setting Object Properties
 Chapter 7: Transforming Objects- Translate, Rotate, and Scale
 Chapter 8: Cloning Objects and Creating Object Arrays
 Chapter 9: Grouping and Linking Objects
 Chapter 10: Working with the Schematic View
 Chapter 11: Introducing Modifiers and Using the Modifier Stack
Part Ⅲ: Modeling
 Chapter 12: Modeling Basics and Working with Subobjects
 Chapter 13: Drawing and Editing 2D Splines and Shapes
 Chapter 14: Using Editable Poly Objects
 Chapter 15: Painting Deformations
 Chapter 16: Working with Mesh Modifiers
 Chapter 17: Surface Modeling with Patches and NURBS
 Chapter 18: Building Compound Objects
 Chapter 19: Creating Particles and Particle Flow
Part Ⅳ: Materials and Maps
 Chapter 20: Exploring the Material Editor
 Chapter 21: Creating Simple Materials
 Chapter 22: Creating Advanced Multi-Layer Materials
 Chapter 23: Adding Material Details with Maps
 Chapter 24: Controlling Mapping Coordinates
 Chapter 25: Creating Baked Textures
Part Ⅴ: Cameras and Lighting
 Chatper 26: Working with Cameras
 Chapter 27: Basic Lighting Techniques
 Chapter 28: Advanced Lighting, Light Tracing, and Radiosity
Part Ⅵ: Animation
 Chapter 29: Animation and Keyframe Basics.
 Chapter 30: Using Animation Modifiers
 Chapter 31: Wiring Custom Attributes
 Chapter 32: Animating with Constraints and Controllers
 Chapter 33: Using the Expression Controller
 Chapter 34: Working with the Track View
Part Ⅶ: Character Studio, Rigging, and Inverse Kinematics
 Chapter 35: Creating and Animating Bipeds
 Chapter 36: Using Physique to Add Skin to a Biped
 Chapter 37: Controlling Biped Crowds
 Chapter 38: Manually Rigging a Character
 Chapter 39: Working with Inverse Kinematics
Part Ⅷ: Dynamics and reactor
 Chapter 40: Using Space Warps
 Chapter 41: Creating a Dynamic Simulation
 Chapter 42: Animating with reactor
Part Ⅸ: Rendering and mental ray
 Chapter 43: Rendering Basics
 Chapter 44: Using Atmospheric Effects
 Chapter 45: Using Render Elements and Effects
 Chapter 46: Raytracing and mental ray
 Chapter 47: Network Rendering
 Chapter 48: Using the Video Post Interface
Part Ⅹ: MAXScript and Plug-Ins
 Chapter 49: Automating with MAXScript
 Chapter 50: Expanding Max with Third-Party Plug-lns
Appendix A: What's New with Max 7
Appendix B: Installing and Configuring 3ds max 7
Appendix C: Max Keyboard Shortcuts
Appendix D: What's on the CD-ROM
Index
End-User License Agreement
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