About the Book :
3ds Max 2011 Bible is the only comprehensive reference-tutorial on 3ds Max, making it a favorite of all users, from beginners to pros. If 3ds Max novices are itching to actually create something immediately, the Quick Start project in Part 1 is just for them. If experienced Max users can't wait to check out the new software features the details are readily available. This bestseller is packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials. A 16-page color insert highlights work by various cutting-edge 3D artists. A valuable companion DVD includes all the examples and content from the book, including unique models and textures that readers can customize on their own.
About the Author :
Interesting Facts :
Previous Editions sales: 3ds Max 2010 Bible (2,348 net; Pub date 7/09), 3ds Max 2009 Bible (7,712 net; Pub date 7/08), 3ds Max 2008 Bible (5,043 net; Pub date 12/07), 3ds Max 9 Bible (15,210 net), 3ds Max 8 Bible (10,771 net), 3ds Max 7 Bible (13,364 net), 3ds Max 6 Bible (14,617 net), 3ds Max 5 Bible (13,442 net), 3ds Max 4 Bible (14,904 net), 3d Studio Max R3 (19,748 net).3ds Max really shines in the red-hot video gaming market. It is used to create 80 percent of commercially available games, including games for platforms such as Microsoft's Xbox 360, Sony's PlayStation 3, and Nintendo's Wii.A Quick Start tutorial shows beginners how to complete an exciting animation their very first day, while exposing them to the newest features of the software.A 16-page full-color insert shows examples of cutting-edge 3ds Max art.A valuable companion DVD includes all the examples and content from the book, including unique models and textures that readers can customize on their own.
Preface.Acknowledgments.Part I: Getting Started with 3ds Max.Quick Start: Animating a Walking Dinosaur.Chapter 1: Exploring the Max Interface.Chapter 2: Controlling and Configuring the Viewports.Chapter 3: Working with Files, Importing, and Exporting.Chapter 4: Customizing the Max Interface and Setting Preferences.Part II: Working with 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.Part III: Modeling Basics.Chapter 10: Accessing Subobjects and Using Modeling Helpers.Chapter 11: Introducing Modifiers and Using the Modifier Stack.Chapter 12: Drawing and Editing 2D Splines and Shapes.Chapter 13: Modeling with Polygons and Patches.Chapter 14: Using the Graphite Modeling Tools and Painting with Objects.Part IV: Materials, Cameras, and Lighting Basics.Chapter 15: Using the Slate Material Editor.Chapter 16: Creating and Applying Standard Materials.Chapter 17: Adding Material Details with Maps.Chapter 18: Creating Compound Materials and Using Material Modifiers.Chapter 19: Configuring and Aiming Cameras.Chapter 20: Using Lights and Basic Lighting Techniques.Part V: Animation and Rendering Basics.Chapter 21: Understanding Animation and Keyframes.Chapter 22: Animating with Constraints and Simple Controllers.Chapter 23: Rendering a Scene and Enabling Quicksilver.Part VI: Advanced Modeling.Chapter 24: Building Complex Scenes with Containers and XRefs and Using Asset Tracking.Chapter 25: Working with the Schematic View.Chapter 26: Deforming Surfaces and Using the Mesh Modifiers.Chapter 27: Working with Compound Objects.Chapter 28: Working with Solids and Body Objects.Chapter 29: Adding and Styling Hair and Fur, and Using Cloth.Part VII: Advanced Materials.Chapter 30: Using Specialized Material Types.Chapter 31: Painting in the Viewport Canvas and Rendering Surface Maps.Chapter 32: Unwrapping UVs and Mapping Textures.Chapter 33: Creating Baked Textures and Normal Maps.Part VIII: Advanced Animation Techniques.Chapter 34: Using Animation Layers, Modifiers, and Complex Controllers.Chapter 35: Animating with the Expression Controller and Wiring Parameters.Chapter 36: Working with Function Curves in the Track View.Part IX: Working with Characters.Chapter 37: Understanding Rigging and Working with Bones.Chapter 38: Working with Inverse Kinematics.Chapter 39: Animating with CAT and Creating Crowds.Chapter 40: Skinning Characters.Part X: Dynamic Animation.Chapter 41: Creating Particles and Particle Flow.Chapter 42: Using Space Warps.Chapter 43: Simulating Physics-Based Motion with reactor.Chapter 44: Animating Hair and Cloth.Part XI: Advanced Lighting and Rendering.Chapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity.Chapter 46: Using Atmospheric and Render Effects.Chapter 47: Rendering with mental ray.Chapter 48: Batch and Network Rendering.Part XII: MAXScript and Plug-Ins.Chapter 49: Automating with MAXScript.Chapter 50: Expanding Max with Third-Party Plug-Ins.Appendix A: What's New with 3ds Max 2011.Appendix B: What's on the DVD.Index.
|Title:||3Ds Max 2011 Bible||Publisher:||Wiley India Pvt Ltd|
|Author:||Kelly L Murdock|
|No. of Pages:||1,296|
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