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Autodesk 3ds Max 2016 Essentials

Dariush Derakhshani Randi L. Derakhshani

$84.95

Paperback

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English
Sybex Inc.,U.S.
07 August 2015
Start animating right away with this tutorial-based guide to Autodesk 3ds Max 2016 Autodesk 3ds Max 2016 Essentials is your perfect hands-on guide to start animating quickly. Using approachable, real-world exercises, you'll master the fundamentals of this leading animation software by following full-color screen shots step by step. Each chapter opens with a quick discussion of concepts and learning objectives, and then launches into hands-on tutorials that give you firsthand experience and a good start on preparing for the 3ds Max certification exam. You'll learn the basics of modeling, texturing, animating, and visual effects as you create a retro-style alarm clock, animate a thrown knife, model a chair, and more. Whether you're a complete beginner or migrating from another 3D application, this task-based book provides the solid grounding you need in Autodesk 3ds Max 2016.

Model your character with polygons, meshes, and more Add motion with simple and complex animations Add color and textures to visualize materials and surfaces Render interior scenes with great lighting and camera placement

If you want to learn 3ds Max quickly and painlessly, Autodesk 3ds Max 2016 Essentials helps you start animating today.
By:   ,
Imprint:   Sybex Inc.,U.S.
Country of Publication:   United States
Dimensions:   Height: 231mm,  Width: 185mm,  Spine: 25mm
Weight:   930g
ISBN:   9781119059769
ISBN 10:   1119059763
Pages:   448
Publication Date:  
Audience:   Professional and scholarly ,  Undergraduate
Format:   Paperback
Publisher's Status:   Active
Introduction xxi Chapter 1 The 3ds Max Interface 1 Navigating the Workspace 1 User-Interface Elements 1 Viewports 4 ViewCube 6 Mouse Buttons 6 Quad Menus 7 Displaying Objects in a Viewport 8 Viewport Navigation 10 Transforming Objects Using Gizmos 11 Graphite Modeling Tools Set 13 Command Panel 14 Object Parameters and Values 14 Modifier Stack 15 Objects and Sub-Objects 15 Time Slider and Track Bar 16 File Management 16 Setting a Project 16 Version Up! 18 Now You Know 18 Chapter 2 Your First 3ds Max Project 19 Setting Up a Project Workflow 19 Exercise 2.1: Setting Up a Project 20 The Secret to Accurate Modeling: Reference Material! 20 Exercise 2.2: Setting Up the Modeling Reference 21 Building a Simple Model 24 Exercise 2.3: Starting with a Primitive 24 Exercise 2.4: Modeling in Sub-Object Mode 25 Exercise 2.5: Bringing on the Bevel 29 Exercise 2.6: Chamfering Time 32 Creating Details Using Splines 38 Exercise 2.7: Building the Handle 38 Lathing, Extruding, and Beveling to Create 3D from 2D 45 Exercise 2.8: Lathing to Make a Whole 45 Exercise 2.9: Creating the Clock Numbers and Hands 48 Bringing It All Together 54 Exercise 2.10: Using Merge 54 Now You Know 56 Chapter 3 Modeling in 3ds Max: Architectural Model Part I 57 Setting Up the Scene 58 Exercise 3.1: Setting Up Units 58 Exercise 3.2: Importing a CAD Drawing 59 Building the Room 63 Exercise 3.3: Creating the Walls 63 Exercise 3.4: Creating the Doors 66 Exercise 3.5: Creating the Window 69 Exercise 3.6: Adding a Floor and a Ceiling 71 Adding Special Details to the Room 74 Exercise 3.7: Creating Baseboard Moldings 75 Now You Know 82 Chapter 4 Modeling in 3ds Max: Architectural Model Part II 83 Modeling the Couch 83 Exercise 4.1: Blocking Out the Couch Model 84 Exercise 4.2: Using NURMS to Add Softness 86 Exercise 4.3: Building Detail on the Couch Model 89 Exercise 4.4: Creating the Chaise Lounge 92 Exercise 4.5: Modeling the Couch Feet 95 Modeling the Lounge Chair 97 Exercise 4.6: Creating Image Planes 98 Exercise 4.7: Adding the Images 99 Exercise 4.8: Building the Splines for the Chair Frame 100 Exercise 4.9: Building the Chair Cushion 106 Exercise 4.10: Creating the Chair’s Base 108 Bringing It All Together 113 Now You Know 115 Chapter 5 Introduction to Animation 117 Animating the Ball 118 Exercise 5.1: Setting Keyframes 118 Exercise 5.2: Copying Keyframes 120 Exercise 5.3: Using the Track View - Curve Editor 121 Reading Animation Curves 124 Refining the Animation 126 Exercise 5.4: Editing Animation Curves 127 Exercise 5.5: Squash and Stretch 129 Exercise 5.6: Setting the Timing 131 Exercise 5.7: Moving the Ball Forward 132 Exercise 5.8: Using the XForm Modifier 135 Exercise 5.9: Animating the XForm Modifier 136 Exercise 5.10: Correcting the Rotation 137 Now You Know 138 Chapter 6 Animation Principles 139 Anticipation and Momentum in Knife Throwing 139 Exercise 6.1: Blocking Out the Animation 139 Exercise 6.2: Working with Trajectories 142 Exercise 6.3: Adding Rotation 144 Exercise 6.4: Adding Anticipation 146 Exercise 6.5: Following Through 148 Exercise 6.6: Transferring Momentum to the Target 149 Now You Know 152 Chapter 7 Character Modeling Part I 153 Setting Up the Scene 153 Exercise 7.1: Creating the Image Planes 154 Exercise 7.2: Adding the Images to the Planes 155 Blocking Out the Alien Model 156 Exercise 7.3: Forming the Torso 157 Exercise 7.4: Creating Symmetry 161 Exercise 7.5: Blocking Out the Arms 162 Exercise 7.6: Blocking Out the Leg 167 Exercise 7.7: Refining the Body 172 Exercise 7.8: Building the Neck 179 Now You Know 184 Chapter 8 Character Modeling Part II 185 Creating the Alien Head 185 Exercise 8.1: Blocking Out the Head 185 Exercise 8.2: Building the Nose and Eye 188 Building the Alien Hand 194 Exercise 8.3: Building the Palm of the Hand 194 Exercise 8.4: Beveling the Fingers 196 Building the Foot 203 Exercise 8.5: Blocking Out the Foot 203 Exercise 8.6: Beveling the Toes 205 Completing the Alien 208 Exercise 8.7: Attaching to the Body 208 Exercise 8.8: Using Symmetry 214 Exercise 8.9: Finishing the Head 215 Now You Know 220 Chapter 9 Introduction to Materials 221 Navigating the Slate Material Editor 221 Identifying the Standard Material 223 Standard Materials 223 Identifying the mental ray Material 224 Identifying Shaders 224 Building Materials for the Couch 225 Exercise 9.1: Creating a Standard Material 225 Exercise 9.2: Applying the Material to the Couch 226 Exercise 9.3: Adding a Bitmap 228 Exercise 9.4: Mapping Coordinates 230 Exercise 9.5: Adding Materials to the Feet 232 Exercise 9.6: Applying a Bump Map 234 Building Materials for the Lounge Chair 236 Exercise 9.7: Creating a Leather Material for the Chair Cushion 236 Exercise 9.8: Creating a Reflective Material 238 Building Materials for the Window 241 Exercise 9.9: Creating a Multi/Sub-Object Material 242 Now You Know 247 Chapter 10 Textures and UV Workflow: The Alien 249 Defining UVs on the Alien’s Body 250 Exercise 10.1: Seaming the Alien’s Body 250 Unwrapping UVs on the Alien’s Body 256 Exercise 10.2: Unwrapping the Alien’s Arm 257 Exercise 10.3: Unwrapping the Alien’s Body 261 Exercise 10.4: Arranging the Alien’s UVs 263 Building and Applying Material to the Alien 266 Exercise 10.5: Applying the Color Map 266 Exercise 10.6: Applying the Bump Map 267 Exercise 10.7: Applying the Specular Map 269 Now You Know 271 Chapter 11 Character Studio: Rigging 273 Character Studio Workflow 273 General Workflow 274 Associating a Biped with the Alien Model 276 Exercise 11.1: Creating and Modifying the Biped 276 Exercise 11.2: Adjusting the Torso and Arms 283 Exercise 11.3: Adjusting the Neck and Head 285 Skinning the Alien Model 287 Exercise 11.4: Applying the Skin Modifier 288 Exercise 11.5: Testing the Model 288 Exercise 11.6: Tweaking the Skin Modifier 290 Exercise 11.7: Testing the Alien Model Rig 294 Exercise 11.8: Controlling the View 296 Now You Know 298 Chapter 12 Character Studio: Animation 299 Animating the Alien 299 Exercise 12.1: Adding a Run-and-Jump Sequence 300 Freeform Animation 302 Exercise 12.2: Moving the Head 302 Exercise 12.3: Moving the Arms 305 Exercise 12.4: Completing the Motion Sequence 307 Modifying Animation in the Dope Sheet 308 Exercise 12.5: Adding Footsteps Manually 308 Exercise 10.6: Using the Dope Sheet 309 Now You Know 314 Chapter 13 Introduction to Lighting: Interior Lighting 315 Recognizing 3ds Max Lights 315 Standard Lights 316 Target Spotlight 316 Target Direct Light 318 Free Spot or Free Direct Light 319 Omni Light 320 Lighting a Still Life 321 Exercise 13.1: Setting Up the Basic Lights for the Scene 322 Exercise 13.2: Adding Shadows 325 Exercise 13.3: Adding a Fill Light 326 Exercise 13.4: Setting Up the Fill Light Attenuation 328 Selecting a Shadow Type 330 Atmospherics and Effects 332 Exercise 13.5: Creating a Volume Light 332 Volume Light Parameters 337 The Light Lister 338 Now You Know 339 Chapter 14 3ds Max Rendering 341 Navigating the Render Setup Dialog 341 Common Tab 342 Choosing a Filename 343 Rendered Frame Window 344 Render Processing 344 Assign Renderer 345 Rendering a Scene 346 Exercise 14.1: Rendering the Bouncing Ball 346 Working with Cameras 348 Exercise 14.2: Creating a Camera 350 Exercise 14.3: Animating a Camera 352 Exercise 14.4: Clarifying Safe Frames 354 Raytraced Reflections and Refractions 356 Exercise 14.5: Creating Reflections with Raytrace Material 357 Exercise 14.6: Raytrace Mapping 359 Exercise 14.7: Using the Raytrace Material to Create Refractions 360 Exercise 14.8: Using Raytrace Mapping to Create Refractions 363 Rendering the Interior and Furniture 365 Exercise 14.9: Adding Raytraced Reflections 365 Exercise 14.10: Outputting the Render 367 Now You Know 368 Chapter 15 mental ray 369 Navigating the mental ray Renderer 369 Exercise 15.1: Enabling the mental ray Renderer 369 mental ray Sampling Quality 370 Navigating the Final Gather Parameters 372 Basic Group 373 Advanced Group 374 The mental ray Rendered Frame Window 375 Navigating mental ray Materials 376 Exercise 15.2: Setting Up the Material Editor 376 Exercise 15.3: Using Arch & Design Material Templates 377 Exercise 15.4: Creating Arch & Design Materials 381 Exercise 15.5: Using the Multi/Sub-Object Material and Arch & Design 383 Using Photometric Lights with mental ray 385 Exercise 15.6: Using Photometric Lights in mental ray Renderings 385 Using the Daylight System 391 Exercise 15.7: Using the Daylight System in mental ray Renderings 391 Now You Know 396 Appendix Autodesk 3ds Max Certification 397 Index 401

About the Authors Randi L. Derakhshani teaches 3D and visual effects at The Art Institute of California and has worked as a digital artist and technical director for fames and movie projects with Gizmo Games, RJB Enterprises, and Sony. Dariush Derakhshani is an award-winning visual effects supervisor, author, and educator. His movie and TV credits include The Fantastic Four, Pan's Labyrinth, and the South Park TV series, as well as numerous commercials and music videos. Dariush has written all of Sybex's Introducing Maya books. He teaches 3D animation and is the author of Sybex's Introducing Maya book. Randi and Dariush are both Autodesk Certified Instructors.

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