3ds max 6 Fundamentals
Ted Boardman, New Riders Press ISBN:0735713855, Edition: , 2004-01-30 Price: $45.00
Table of Contents
Copyright
About the Author
About the Technical Reviewers
Acknowledgments
Tell Us What You Think
Introduction
The Concepts
The Fundamentals
The Exercises
The Files and Content
The New Features
The Source
Part I: Introduction
Chapter 1. Workflow: Keeping the Process Running Smoothly
In This Chapter
Key Term
Preparation and Planning
Execution
Integration and Output
Summary
Chapter 2. Important Fundamental Concepts in 3ds max 6
In This Chapter
Key Terms
Coordinate Systems in 3ds max 6
Summary
Layers
Settings and Startup Configuration
Lofting Basic Concepts
Summary
Part II: Outdoor Scene with Ship
Chapter 3. Fundamental Modeling Techniques: The Building Blocks
In This Chapter
Key Terms
Standardizing Your Display Space
2D Shapes-A Foundation of Efficient Modeling
2D Shape Sub-Object Editing-Practical Applications
Modifiers and the Modify Stack
Alignment Tools and Grids
Summary
Chapter 4. Shipbuilding 101: The Making of a Boat
In This Chapter
Key Terms
Primitive Objects and Editable Poly: A Starting Point
Box Modeling from a Background Image
Building Superstructure with New Modifiers
The Lathe and Shell Modifiers
Spacing Tool and Renderable Splines
Merging Objects from Other 3ds max Files
Summary
Chapter 5. Creating Convincing Terrain
In This Chapter
Key Terms
Tracing Contour Maps to Create 3D Terrain: The Process
Creating the Terrain, Water, and Sky
Creating Low-Polygon Trees
Building a Scene in a Collaborative Environment
Cutting a Boat Ramp into Terrain
Summary
Chapter 6. Fundamental Outdoor Lighting with Standard Lights
In This Chapter
Key Terms
The Sunlight System
Adding Fill Lights to Simulate Bounced Light
Shadow Optimization
Lighting the Skydome
Summary
Chapter 7. Introduction to Materials and Mapping
In This Chapter
Key Terms
The Material Editor
Materials with Procedural Maps as Patterns
Material Libraries to Store Materials
Summary
Chapter 8. The Fundamentals of Scanline Rendering
In This Chapter
Key Terms
The Renderers
The Rendering Process
Network Rendering
Summary
Part III: Interior of Ship's Bridge
Chapter 9. Diving Deeper into Modeling Techniques
In This Chapter
Key Terms
Command Center Honeycomb Walls
A Modeling Technique Called Lofting
Summary
Chapter 10. Modeling with Patch Surfaces
In This Chapter
Key Terms
Organic Modeling with Spline Cages and Patch Surfaces
Editing the Patch Surface
Summary
Chapter 11. Materials and Mapping: A Different Approach
In This Chapter
Key Terms
Real-World Mapping Coordinates
Multiple Materials on Single Objects
Working with Shaders to Control Specular Highlights
Other Productive Material Attributes
Summary
Chapter 12. Photometric Lighting: Bounced Light Calculation
In This Chapter
Key Terms
Photometric Lights
Meshing Parameters for a Better Radiosity Solution
Modeling Issues with Radiosity Renderings
Summary
Chapter 13. Radiosity Rendering: Material Control
In This Chapter
Key Terms
Material Issues with Radiosity Rendering
Exposure Control Options
Summary
Part IV: Setting Things in Motion
Chapter 14. Set Key Animation
In This Chapter
Key Terms
Hierarchical Linking and Dummy Objects
Summary
Chapter 15. Controllers/Constraints
In This Chapter
Key Terms
Summary
Chapter 16. Graph Editors
In This Chapter
Key Terms
Graph Editors
Summary
Part V: Special Effects
Chapter 17. Reactor
In This Chapter
Key Terms
Reactor
Summary
Chapter 18. PFlow
In This Chapter
Key Terms
PFlow-The Powerful New Particle System
Summary
About the Cover Art
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