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Introducing Autodesk® 3ds Max® 2011

Book Description

An Autodesk Official Training Guide to 3ds Max 2011

3ds Max is a popular 3D animation-and-effects software used in movies, visual effects, games, cartoons, short films, commercials, and other animation. However, it also presents a number of challenges to newcomers. This introduction to the latest version breaks down the complexities of learning 3D software and walks you through the basics of modeling, texturing, animating, and using visual effects. Real-world examples from talented beginning 3ds max users motivate you to learn the software and helpful tutorials offer realistic, professional challenges for you to unravel. In addition, each chapter is richly illustrated with workflows to make learning 3ds max 2011 much easier and fn.

Introduces you to the basics of modeling, texturing, animating, and incorporating visual effects using the latest version of 3ds Max software

  • Features excellent tutorials, helpful examples, detailed workflows, and a companion Web site to enhance your learning experience

  • Explains a variety of methods for solving real-world challenges and breaks down why certain methods are used

  • Makes the transition of coming from other 3D software applications as smooth as possible

Introducing 3ds Max 2011 takes a typically difficult subject and breaks into easily digestible pieces so you can confidently begin working with this 3D animation software today.

Table of Contents

  1. Cover
  2. Title Page
  3. Credits
  4. Copyright
  5. Dear Reader,
  6. Dedication
  7. Acknowledgments
  8. About the Authors
  9. About the Contributors
  10. Introduction
  11. Chapter 1: Basic Concepts
    1. How to Read This Book
    2. What Is CGI?
    3. Production Workflow
    4. CG Workflow
    5. CG Specialties
    6. Fundamental Concepts
    7. Coordinate Systems
    8. Animation Fundamentals
    9. 3ds Max Fundamental Terms and Concepts
    10. Summary
  12. Chapter 2: Your First 3ds Max Project
    1. Getting Around in 3ds Max
    2. Project and File-Management Workflow
    3. The 3ds Max Interface
    4. Jumping Headlong into Production
    5. Summary
  13. Chapter 3: The 3ds Max Interface
    1. What Am I Looking At?
    2. Screen Layout
    3. Command Panels
    4. Controls at the Bottom of the UI
    5. The Viewports
    6. Managing Scene Objects
    7. Scene Explorer
    8. The Quad Menu and the Caddy Interface
    9. Summary
  14. Chapter 4: Modeling in 3ds Max: Part I
    1. Planning Your Model
    2. Modeling Concepts
    3. Modifiers and the Modifier Stack
    4. Look at the Mesh You Got Us Into!
    5. Editable Poly Tools
    6. Modeling a Chest of Drawers
    7. Summary
  15. Chapter 5: Modeling in 3ds Max: Part II
    1. Building the Red Rocket
    2. Summary
  16. Chapter 6: Character Poly Modeling
    1. Setting Up the Scene
    2. Creating the Soldier
    3. Summary
  17. Chapter 7: Materials and Mapping
    1. Materials
    2. The Material Editor
    3. Mapping a Pool Ball
    4. Mapping, Just a Little Bit More
    5. Exploring the Various Map Types
    6. Using Opacity Maps
    7. Mapping the Rocket
    8. Mapping the Soldier
    9. Summary
  18. Chapter 8: Introduction to Animation
    1. The Mobile Redux: Setting Up Hierarchies
    2. Ready, Set, Animate!
    3. Animating the Rest of the Mobile
    4. Using Dummy Objects
    5. The Bouncing Ball
    6. Using the Track View–Curve Editor
    7. Track View
    8. Anticipation and Momentum in Knife Throwing
    9. Summary
  19. Chapter 9: Character Studio and IK Animation
    1. Character Animation
    2. Character Studio Workflow
    3. Creating a Biped
    4. Animating a Biped
    5. Associating a Biped with the Soldier Model
    6. Using Inverse Kinematics
    7. Summary
  20. Chapter 10: 3ds Max Lighting
    1. Basic Lighting Concepts
    2. Three-Point Lighting
    3. 3ds Max Lights
    4. Common Light Parameters
    5. Ambient Light
    6. Lighting the Red Rocket
    7. Atmospheres and Effects
    8. Light Lister
    9. Summary
  21. Chapter 11: 3ds Max Rendering
    1. Rendering Setup
    2. Motion Blur
    3. Previewing with ActiveShade
    4. Cameras
    5. Safe Frame
    6. Render Elements
    7. Rendering Effects
    8. Raytraced Reflections and Refractions
    9. Bringing It All Together: Rendering the Rocket
    10. mental ray Renderer
    11. Final Gather with mental ray
    12. Summary
  22. Chapter 12: Particles and Dynamics
    1. Understanding Particle Systems
    2. Setting Up a Particle System
    3. Particle Systems and Space Warps
    4. Using Rigid Body Dynamics
    5. Using Soft Body Dynamics
    6. Summary
    7. So Long, and Thanks for All the Fish
  23. Index
  24. Gallery: 3ds Max Gallery