图书城客服提醒
图书城可以帮助您管理读书信息!
现在您还没有登陆,请先
注册或者
登陆!
还有问题?请联系
图书城客服
|
作者: | Kelly L. Murdock 著 |
ISBN: |
9780764579714 , 0764579711
|
出版社: | Wiley |
出版日期: | 2005-6-1 |
定价: |
¥406.00 元
|
|
|
|
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