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Inside 3ds max 4

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Inside 3ds max 4

Book

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About

Features

  • Comprehensive manual for the inspired student.
    • Students learn tips, tricks, and techniques all updated for the latest version of 3ds max. Ex.___

  • No more mindless steps.
    • Requires students to think through methods to apply the steps to their own projects. Ex.___

  • Hands-on approach.
    • Students will want to attack the projects contained in the text. Ex.___

  • Material covers all aspects of 3d usage.
    • Students will learn about gaming film and broadcast issues. Ex.___

  • Inspiring examples and projects—Found on the CD-ROM ready for students to use.
    • Students will enjoy working through the projects contained on the CD and in the book. Ex.___

Description

  • Copyright 2002
  • Edition: 1st
  • Book
  • ISBN-10: 0-7357-1094-5
  • ISBN-13: 978-0-7357-1094-8

Inside 3ds max 4 focuses on the information needs of intermediate to advanced professional users of the technology. It is NOT a book for beginners. As such, it does not cover basic functionalities. Rather, it explores changes in the program as well as more advanced functionalities and how they can assist the professional user in enhancing efficiency or output.

Inside 3ds max 4 is organized into units that mirror and actually step through the workflow of a 3D project. Moreover, where differences exist in the application of techniques between the broadcast/film and game/interactive applications, the authors present careful analysis to assist readers in making the right choices for their technical work.

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Sample Content

Downloadable Sample Chapter

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Table of Contents

(NOTE: Each chapter concludes with a Summary.)

Introduction.

I. WHAT'S NEW.

1. Changes in the Interface.

Resizable Viewport Panels. Expandable Command Panel. Redesigned Stack View Display. Redesigned Drop-Down Menus. Improved Transform Type-In. New Quad Menus. New Manipulators. Enhanced Track Bar. Enhanced Playback Controls and Time Configuration. Improved Interactive Rotation. New Visual MAXScript.

2. Changes in Modeling and Materials.

Modeling Tools.

3. Changes in Animation.

Character Animation Overview. Bones. Inverse Kinematics (IK). Constraints. Skin. Flex Modifier. Point Cache Modifier. Wire Parameter. Reactor Controller. Explicit Set Key. Spring Controller. New Space Warps.

4. Changes in Rendering.

New Multi-Pass Effects. New ActiveShade. New Exposure Control. New Render Elements Functionality. Enhanced Network Rendering.

II. PRODUCTION WORKFLOW.

5. Workflow in the Broadcast/Film Environment.

The Project/The Elements. The Artists. The Tools.

6. Workflow in the Games/Interactive Environment.

The Artist's Role on a Game-Development Team. Roles: Who Does What? Game Artist's Workflow. The Tools.

III. MODELING.

7. Non-Organic Modeling for Broadcast/Film.

Building a Toy Fire Truck Using Polygonal Modeling Techniques.

8. Non-Organic Modeling for Games/Interactive Applications.
9. Organic/Character Modeling Using the Patch Method for Broadcast/Film.
10. Organic/Character Modeling Using the Box Method for Broadcast/Film.

The Advantages of Box Modeling.

11. Organic/Character Modeling for Games/Interactive Applications.

IV. RIGGING.

12. Non-Organic Model Rigging for Broadcast/Film Applications.
13. Non-Organic Model Rigging for Games/ Interactive Applications.
14. Organic/Character Model Rigging for Broadcast/Film Applications.

Defining Bones.

15. Organic/Character Model Rigging for Games/Interactive Applications.

V. MATERIALS AND MAPPING.

16. Materials/Shaders/Mapping for the Fire Truck.
17. Materials/Shaders/Mapping for the Jester.
18. Materials/Shaders and Mapping for Games/Interactive Applications.

Material IDs Versus Sub-Object Materials.

VI. ANIMATION.

19. Camera Matching.
20. Animation Techniques.

Animating Is Practicing.

21. Particle Effects.

Basic Components of Particle Systems. Particle Classes. The Project.

22. Scripting Custom Animations.

This Chapter's Exercise. The Script at Work.

VII. LIGHTING.

23. Lighting Techniques for Broadcast/Film.

The Nature of max Lighting. Preparing to Light.

24. Lighting Techniques for Games/Interactive Applications.

Model Preparation.

VIII. RENDERING AND COMPOSTING.

25. Rendering for Compositing.

Motion Blur. Using Motion Blur. Multi-Pass Rendering.

26. Compositing and Finishing in Combustion.

Why Combustion?

Appendix: What's on the CD-ROM.
Index.

Updates

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