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3ds MaxTM8 寶典

3ds MaxTM8 寶典

定 價(jià):¥452.00

作 者: Kelly L. Murdock 著
出版社: 吉林長(zhǎng)白山
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標(biāo) 簽: 暫缺

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ISBN: 9780471786184 出版時(shí)間: 2007-08-01 包裝: 平裝
開(kāi)本: 頁(yè)數(shù): 字?jǐn)?shù):  

內(nèi)容簡(jiǎn)介

  Spark your creativity with the world's most popular animation software and the detailed instruction in this power-packed book from an industry expert. If you're new to 3ds Max, jump right in with a Quick Start program that will have you modeling and rendering a complete image your first day. Experienced users, discover exciting new Max 8 features such as a new module for hair and fur, a new cloth system, and much more. This comprehensive book covers every feature, and it's loaded with professional techniques and full color examples to inspire you. 作者簡(jiǎn)介:Kelly L. Murdock has been authoring computer books for many years now and still gets immense enjoyment from the completed work. His book credits include various Web, graphics, and multimedia titles, including five previous editions of this book, 3ds Max 8 Bible. Other major accomplishments include Master VISUALLY HTML and XHTML, JavaScript Visual Blueprint, gmax Bible, Adobe Atmosphere Bible, Maya 6 and 7 Revealed, LightWave 3D 8 Revealed, Poser 6 Revealed, and co-authoring duties on two editions of the Illustrator Bible (for versions 9 and 10) and two editions of the Adobe Creative Suite Bible. With a background in engineering and computer graphics, Kelly has been all over the 3D industry and still finds it fascinating. He’s used high-level CAD workstations for product design and analysis, completed several large-scale visualization projects, created 3D models for feature films, worked as a freelance 3D artist, and even done some 3D programming. Kelly’s been using 3D Studio since version 3 for DOS. In his spare time, Kelly enjoys the outdoors while rock climbing, mountain biking, or skiing. He works at the design company he co-founded with his brother Chris: Logical Paradox Design.

作者簡(jiǎn)介

暫缺《3ds MaxTM8 寶典》作者簡(jiǎn)介

圖書(shū)目錄

Preface
Acknowledgments
Part Ⅰ: Learning the Max Interface
Quick Start: Creating a Furry Creature
Chapter 1: Exploring the Max Interface
Chapter 2: Configuring the Viewports
Chapter 3: Working with Files and XRefs
Chapter 4: Working with the Asset Tracking System
Chapter 5: Customizing the Max Interface and Setting Preferences
Part Ⅱ: Working with Objects
Chapter 6: Creating and Editing Primitive Objects
Chapter 7: Selecting Objects, Setting Object Properties, and Using Layers
Chapter 8: Transforming Objects — Translate, Rotate, and Scale
Chapter 9: Cloning Objects and Creating Object Arrays
Chapter 10: Grouping and Linking Objects
Chapter 11: Working with the Schematic View
Chapter 12: Introducing Modifiers and Using the Modifier Stack
Part Ⅲ: Modeling
Chapter 13: Modeling Basics and Working with Subobjects
Chapter 14: Drawing and Editing 2D Splines and Shapes
Chapter 15: Using Editable Poly Objects
Chapter 16: Working with Mesh Modifiers
Chapter 17: Surface Modeling with Patches and NURBS
Chapter 18: Building Compound Objects
Chapter 19: Creating Particles and Particle Flow
Chapter 20: Adding Hair and Fur
Chapter 21: Creating a Cloth System
Part Ⅳ: Materials and Maps
Chapter 22: Exploring the Material Editor
Chapter 23: Creating Simple Materials
Chapter 24: Creating Advanced Multi-Layer Materials
Chapter 25: Adding Material Details with Maps
Chapter 26: Unwrapping UVs and Pelt Mapping
Chapter 27: Creating Baked Textures and Normal Maps
Part Ⅴ: Cameras and Lighting
Chapter 28: Working with Cameras
Chapter 29: Basic Lighting Techniques
Chapter 30: Advanced Lighting, Light Tracing, and Radiosity
Part Ⅵ: Animation
Chapter 31: Animation and Keyframe Basics
Chapter 32: Using Animation Modifiers
Chapter 33: Animating with Constraints and Controllers
Chapter 34: Working with the Track View
Chapter 35: Using the Motion Mixer
Part Ⅶ: Working with Characters
Chapter 36: Creating and Animating Bipeds
Chapter 37: Rigging Characters
Chapter 38: Working with Inverse Kinematics
Chapter 39: Skinning Characters
Chapter 40: Retargeting Character Animations
Chapter 41: Controlling Biped Crowds
Part Ⅷ: Animating with reactor
Chapter 42: Using Space Warps
Chapter 43: Animating with reactor
Part Ⅸ: Rendering and mental ray
Chapter 44: Rendering Basics
Chapter 45: Using Atmospheric Effects
Chapter 46: Using Render Elements and Effects
Chapter 47: Raytracing and mental ray
Chapter 48: Batch and Network Rendering
Chapter 49: Using the Video Post Interface
Part Ⅹ: MAXScript and Plug-Ins
Chapter 50: Automating with MAXScript
Chapter 51: Expanding Max with Third-Party Plug-Ins
Appendix A: What’s New with Max 8
Appendix B: Installing and Configuring 3ds Max 8
Appendix C: Max Keyboard Shortcuts
Appendix D: What’s on the DVD
Index

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