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Kelly L. Murdock's Autodesk 3ds Max 2021 Complete Reference Guide
Kelly L. Murdock
- English
- PDF
- Über iOS und Android verfügbar
Kelly L. Murdock's Autodesk 3ds Max 2021 Complete Reference Guide
Kelly L. Murdock
Über dieses Buch
- The ultimate guide to learning and using 3ds Max 2021
- Covers all the basics as well as advanced topics using easy to follow, step by step tutorials
- Gets beginners started and teaches experienced users the newest capabilities of 3ds Max
- Advanced topics include crowd simulation, particle systems, rigid body dynamics, state sets, compositing, radiosity, network rendering, and MAXScript
- Features more than 150 tutorials and complete references detailing all primitives, modifiers, materials, maps, and controllers
Kelly L. Murdock's Autodesk 3ds Max 2021 Complete Reference Guide is a popular book among users new to 3ds Max and is used extensively in schools around the globe. The success of this book is found in its simple easy-to-understand explanations coupled with its even easier to follow tutorials. The tutorials are laser focused on a specific topic without any extra material, making it simple to grasp difficult concepts. The book also covers all aspects of the software, making it a valuable reference for users of all levels.
The Complete Reference Guide is the ultimate book on 3ds Max, and like Autodesk's 3D animation software, it just gets better and better with each release. Whether you're new to 3ds Max or an experienced user, you'll find everything you need in this complete resource. The book kicks off with a getting started section, so beginners can jump in and begin working with 3ds Max right away. Experienced 3ds Max users will appreciate advanced coverage of features like crowd simulation, particle systems, radiosity, MAXScript and more. Over 150 tutorials – complete with before and after files – help users at all levels build real world skills.
What is Autodesk 3ds Max?
Autodesk 3ds Max is a popular 3D modeling, animation, rendering, and compositing software widely used by game developers and graphic designers in the film and television industry.
What you'll learn
- Discover all the new features and changes in 3ds Max 2021
- Learn how to reference, select, clone, group, link and transform objects
- Explore 3D modeling and how to apply materials and textures
- Set impressive scenes with backgrounds, cameras and lighting
- Master smart techniques for rendering, compositing and animating
- Create characters, add special effects, and finish with dynamic animations such as hair and cloth
- Get comfortable with key tools such as Track View, Quicksilver, mental ray®, Space Warps, MassFX and more
Who this book is for
This comprehensive reference guide not only serves as a reference for experienced users, but it also easily introduces beginners to this complex software. Packed with expert advice from popular author Kelly Murdock, it begins with a getting started section to get you up and running, then continues with more than 150 step-by-step tutorials, in depth coverage of advanced features, and plenty of tips and timesavers along the way.
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Information
Inhaltsverzeichnis
- Title Page
- Copyright
- Dedication
- About the Author
- Preface
- Table of Contents
- Part I: Getting Started with Autodesk 3ds Max 2021
- Chapter 1: Exploring the Interface
- Chapter 2: Controlling and Configuring the Viewports
- Chapter 3: Working with Files, Importing and Exporting
- Chapter 4: Setting Preferences
- Part II: Manipulating Objects
- Chapter 5: Creating and Editing Primitive Objects
- Chapter 6: Selecting Objects and Setting Object Properties
- Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping
- Chapter 8: Cloning Objects and Creating Object Arrays
- Chapter 9: Grouping, Linking, and Parenting Objects
- Chapter 10: Organizing Scenes with Layers, Containers, XRefs and the Schematic View
- Part III: Modeling 3D Assets
- Chapter 11: Accessing Subobjects and Modifiers and Using the Modifier Stack
- Chapter 12: Drawing and Editing 2D Splines and Shapes
- Chapter 13: Modeling with Polygons
- Chapter 14: Using the Graphite Modeling Tools and Painting with Objects
- Chapter 15: Working with Compound Objects
- Chapter 16: Deforming Surfaces and Using the Mesh Modifiers
- Part IV: Applying Materials and Textures
- Chapter 17: Creating and Applying Standard Materials with the Slate Material Editor
- Chapter 18: Adding Material Details with Maps
- Chapter 19: Using Specialized Material Types
- Chapter 20: Creating Compound Materials and Using Material Modifiers
- Chapter 21: Unwrapping UVs and Mapping Textures
- Chapter 22: Painting in the Viewport Canvas
- Chapter 23: Creating Baked Textures, Normal and Surface Maps
- Part V: Working with Cameras and Lights
- Chapter 24: Configuring and Aiming Cameras
- Chapter 25: Using Lights and Basic Lighting Techniques
- Chapter 26: Working with Advanced Lighting, Light Tracing, and Radiosity
- Part VI: Rendering a Scene
- Chapter 27: Rendering a Scene with Arnold
- Chapter 28: Rendering with ART and Quicksilver
- Chapter 29: Managing Scene States
- Chapter 30: Batch and Network Rendering
- Chapter 31: Compositing with Render Elements and the Video Post Interface
- Part VII: Animating Objects and Scenes
- Chapter 32: Understanding Animation and Keyframes
- Chapter 33: Using Animation Layers and Animation Modifiers
- Chapter 34: Wiring Parameters
- Chapter 35: Animating with Constraints and Simple Controllers
- Chapter 36: Editing Animation Curves in the Track View
- Chapter 37: Exploring the Complex Controllers
- Part VIII: Working with Characters
- Chapter 38: Understanding Rigging, Kinematics, and Working with Bones
- Chapter 39: Skinning Characters
- Chapter 40: Animating Characters with CAT
- Chapter 41: Creating Crowds and Using Populate
- Part IX: Adding Special Effects
- Chapter 42: Creating Particles and Particle Flow
- Chapter 43: Using Space Warps
- Chapter 44: Using Atmospheric and Render Effects
- Chapter 45: Adding Volume Light and Lens Effects
- Part X: Using Dynamic Animation Systems
- Chapter 46: Simulating Physics-Based Motion with MassFX
- Chapter 47: Working with Hair and Cloth
- Chapter 48: Creating Fluid Simulations
- Part XI: Extending 3ds Max
- Chapter 49: Customizing the Interface
- Chapter 50: Creating Procedural Content with Max Creation Graphs
- Chapter 51: Exploring 3ds Max Interactive
- Chapter 52: Automating with MAXScript
- Chapter 53: Expanding 3ds Max with Third-Party Plug-Ins
- Appendix A: What’s New with Autodesk 3ds Max 2021
- Appendix B: Installing and Configuring Autodesk 3ds Max 2021
- Appendix C: Keyboard Shortcuts