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Autodesk 3ds Max 2013 Essentials

Book Description

A four-color, task-based Autodesk Official Training Guide covering the core features of 3ds Max

Beginning users of this popular 3D animation and effects software will find everything they need for a thorough understanding of the software's key features and functions in this colorful guide. The authors break down the complexities of learning 3D software and get you going right away with interesting, job-related projects. You'll learn the basics of modeling, texturing, animating, lighting, visualization, and visual effects with 3ds Max, exploring the methods and why they are used as they are.

  • An Official Training Guide endorsed by Autodesk and ideal for those new to 3D software

  • Written by CG professionals, featuring hands-on, real-world projects that offer realistic, job-related professional challenges

  • Teaches the basics of modeling, texturing, animating, lighting, visualization, and visual effects, explaining the entire program to help you learn about the entire production pipeline

  • Covers everything a beginner needs to know for a solid foundation in 3ds Max, with illustrated tutorials and full-color screen shots

  • Companion website features starting and ending files for the exercises and additional learning tutorials available for download

Autodesk 3ds Max Essentials is the ideal beginner's guide to the exciting world of 3D software.

Table of Contents

  1. Cover
  2. Contents
  3. Introduction
  4. Chapter 1: The 3ds Max Interface
    1. The Workspace
      1. User Interface Elements
      2. Viewports
      3. ViewCube
      4. Mouse Buttons
      5. Quad Menus
      6. The Caddy Interface
      7. Displaying Objects in a Viewport
      8. Viewport Navigation
    2. Transforming Objects Using Gizmos
      1. Move
      2. Rotate
      3. Scale
    3. Graphite Modeling Tools Ribbon
    4. Command Panel
      1. Object Parameters and Values
      2. Modifier Stack
      3. Objects and Sub-objects
    5. Time Slider and Track Bar
    6. File Management
      1. Setting a Project
      2. Version Up!
  5. Chapter 2: Your First 3ds Max Project
    1. Starting to Model a Chest of Drawers
      1. Ready, Set, Reference!
      2. Ready, Set, Model!
    2. Modeling the Top
    3. I Can See Your Drawers
    4. Modeling the Bottom
    5. Creating the Knobs
      1. Editing the Profile
      2. Copying the Knob
  6. Chapter 3: Modeling in 3ds Max: Architectural Model Part I
    1. Units Setup
    2. Importing a CAD Drawing
    3. Creating the Walls
    4. Creating the Doors
    5. Creating the Window
    6. Adding a Floor and Ceiling
    7. Creating Baseboard Moldings
      1. Creating the Corner Round Baseboard
      2. Creating the Standard Moldings
  7. Chapter 4: Modeling in 3ds Max: Architectural Model Part II
    1. Modeling the Couch
      1. Blocking Out the Couch Model
      2. Using NURMS to Add Softness
      3. Adding Details to the Couch
      4. The Chaise Lounge
      5. Creating the Couch Feet
    2. Modeling the Chair
      1. Adding a Viewport Background Image
      2. Building the Splines for the Chair Frame
      3. Creating the Chair Cushion
      4. Bringing It All Together
  8. Chapter 5: Animating a Bouncing Ball
    1. Animating the Ball
      1. Copying Keyframes
      2. Using the Track View–Curve Editor
      3. Reading Animation Curves
    2. Refining the Animation
      1. Editing Animation Curves
      2. Finessing the Animation
      3. Squash and Stretch
      4. Setting the Timing
      5. Moving the Ball Forward
      6. Adding a Roll
      7. Using the XForm Modifier
      8. Animating the XForm Modifier
  9. Chapter 6: Animating a Thrown Knife
    1. Anticipation and Momentum in Knife Throwing
      1. Blocking Out the Animation
      2. Trajectories
      3. Adding Rotation
      4. Adding Anticipation
      5. Following Through
      6. Transferring Momentum to the Target
      7. Parent and Child Objects
  10. Chapter 7: Character Poly Modeling: Part I
    1. Setting Up the Scene
      1. Creating Planes and Adding Materials
      2. Adding the Materials
    2. Creating the Soldier
      1. Forming the Torso
      2. Creating the Arms
      3. Creating the Legs
      4. Fixing Up the Body
  11. Chapter 8: Character Poly Modeling: Part II
    1. Completing the Main Body
    2. Creating the Accessories
    3. Putting on the Boots
    4. Creating the Hands
  12. Chapter 9: Character Poly Modeling: Part III
    1. Creating the Head
      1. Outlining the Head
      2. Rounding Out the Face
      3. Creating the Back of the Head
      4. Mirroring the Head
    2. Merging and Attaching the Head’s Accessories
  13. Chapter 10: Introduction to Materials: Interiors and Furniture
    1. The Slate Material Editor
    2. Material Types
      1. Standard Materials
      2. Compound Materials
    3. mental ray Material Types
    4. Shaders
    5. Mapping the Couch and Chair
      1. Creating a Standard Material
      2. Applying the Material to the Couch
      3. Adding a Bitmap
      4. Introduction to Mapping Coordinates
      5. Applying the Material to the Chair
    6. Mapping the Window and Doors
      1. Creating a Multi/Sub-Object Material
  14. Chapter 11: Textures and UV Workflow: The Soldier
    1. Mapping the Soldier
    2. UV Unwrapping
      1. Pelting the Left Arm UVs
      2. Pelting the Right Arm UVs
      3. Unwrapping and Using Pelt for the Head
    3. Seaming the Rest of the Body
      1. Unfolding the Rest of the Body
    4. Applying the Color Map
    5. Applying the Bump Map
    6. Applying the Specular Map
  15. Chapter 12: Character Studio: Rigging
    1. Character Studio Workflow
      1. General Workflow
    2. Associating a Biped with the Soldier Model
      1. Creating and Modifying the Biped
      2. Adjusting the Torso and Arms
      3. Adjusting the Neck and Head
      4. Applying the Skin Modifier
      5. Tweaking the Skin Modifier
      6. Controlling the View
  16. Chapter 13: Character Studio: Animation
    1. Character Animation
    2. Animating the Soldier
      1. Adding Freeform Animation
      2. Modifying Animation in the Dope Sheet
    3. Using Inverse Kinematics
      1. Linking the Objects
      2. Creating Joint Constraints
      3. Applying the IK Solver
  17. Chapter 14: Introduction to Lighting: Interior Lighting
    1. Three-Point Lighting
    2. 3ds Max Lights
    3. Standard Lights
      1. Target Spotlight
      2. Target Direct Light
      3. Free Spot or Free Direct Light
      4. Omni Light
    4. Lighting a Still Life in the Interior Space
    5. Selecting a Shadow Type
      1. Shadow Maps
      2. Raytraced Shadows
    6. Atmospheres and Effects
      1. Creating a Volumetric Light
      2. Adding Shadows
      3. Excluding an Object from a Light
      4. Adding a Volumetric Effect
      5. Volume Light Parameters
    7. Light Lister
  18. Chapter 15: 3ds Max Rendering
    1. Rendering Setup
      1. Common Tab
      2. Choosing a Filename
      3. Rendered Frame Window
      4. Render Processing
      5. Assign Renderer
      6. Rendering the Bouncing Ball
    2. Cameras
      1. Creating a Camera
      2. Using Cameras
      3. Talk Is Cheap!
      4. Animating a Camera
      5. Clipping Planes
    3. Safe Frame
    4. Raytraced Reflections and Refractions
      1. Raytrace Material
      2. Raytrace Mapping
      3. Refractions Using the Raytrace Material
      4. Refractions Using Raytrace Mapping
    5. Rendering the Interior and Furniture
      1. Adding Raytraced Reflections
      2. Outputting the Render
  19. Chapter 16: mental ray and HDRI
    1. mental ray Renderer
      1. Enabling the mental ray Renderer
      2. mental ray Sampling Quality
    2. Final Gather with mental ray
      1. Final Gather
      2. mental ray Materials
      3. 3ds Max Photometric Lights in mental ray Renderings
      4. 3ds Max Daylight System in mental ray Renderings
    3. HDRI
  20. Index