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by Randi L. Derakhshani, Dariush Derakhshani
Autodesk 3ds Max 2013 Essentials
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Contents
Introduction
Chapter 1: The 3ds Max Interface
The Workspace
User Interface Elements
Viewports
ViewCube
Mouse Buttons
Quad Menus
The Caddy Interface
Displaying Objects in a Viewport
Viewport Navigation
Transforming Objects Using Gizmos
Move
Rotate
Scale
Graphite Modeling Tools Ribbon
Command Panel
Object Parameters and Values
Modifier Stack
Objects and Sub-objects
Time Slider and Track Bar
File Management
Setting a Project
Version Up!
Chapter 2: Your First 3ds Max Project
Starting to Model a Chest of Drawers
Ready, Set, Reference!
Ready, Set, Model!
Modeling the Top
I Can See Your Drawers
Modeling the Bottom
Creating the Knobs
Editing the Profile
Copying the Knob
Chapter 3: Modeling in 3ds Max: Architectural Model Part I
Units Setup
Importing a CAD Drawing
Creating the Walls
Creating the Doors
Creating the Window
Adding a Floor and Ceiling
Creating Baseboard Moldings
Creating the Corner Round Baseboard
Creating the Standard Moldings
Chapter 4: Modeling in 3ds Max: Architectural Model Part II
Modeling the Couch
Blocking Out the Couch Model
Using NURMS to Add Softness
Adding Details to the Couch
The Chaise Lounge
Creating the Couch Feet
Modeling the Chair
Adding a Viewport Background Image
Building the Splines for the Chair Frame
Creating the Chair Cushion
Bringing It All Together
Chapter 5: Animating a Bouncing Ball
Animating the Ball
Copying Keyframes
Using the Track View–Curve Editor
Reading Animation Curves
Refining the Animation
Editing Animation Curves
Finessing the Animation
Squash and Stretch
Setting the Timing
Moving the Ball Forward
Adding a Roll
Using the XForm Modifier
Animating the XForm Modifier
Chapter 6: Animating a Thrown Knife
Anticipation and Momentum in Knife Throwing
Blocking Out the Animation
Trajectories
Adding Rotation
Adding Anticipation
Following Through
Transferring Momentum to the Target
Parent and Child Objects
Chapter 7: Character Poly Modeling: Part I
Setting Up the Scene
Creating Planes and Adding Materials
Adding the Materials
Creating the Soldier
Forming the Torso
Creating the Arms
Creating the Legs
Fixing Up the Body
Chapter 8: Character Poly Modeling: Part II
Completing the Main Body
Creating the Accessories
Putting on the Boots
Creating the Hands
Chapter 9: Character Poly Modeling: Part III
Creating the Head
Outlining the Head
Rounding Out the Face
Creating the Back of the Head
Mirroring the Head
Merging and Attaching the Head’s Accessories
Chapter 10: Introduction to Materials: Interiors and Furniture
The Slate Material Editor
Material Types
Standard Materials
Compound Materials
mental ray Material Types
Shaders
Mapping the Couch and Chair
Creating a Standard Material
Applying the Material to the Couch
Adding a Bitmap
Introduction to Mapping Coordinates
Applying the Material to the Chair
Mapping the Window and Doors
Creating a Multi/Sub-Object Material
Chapter 11: Textures and UV Workflow: The Soldier
Mapping the Soldier
UV Unwrapping
Pelting the Left Arm UVs
Pelting the Right Arm UVs
Unwrapping and Using Pelt for the Head
Seaming the Rest of the Body
Unfolding the Rest of the Body
Applying the Color Map
Applying the Bump Map
Applying the Specular Map
Chapter 12: Character Studio: Rigging
Character Studio Workflow
General Workflow
Associating a Biped with the Soldier Model
Creating and Modifying the Biped
Adjusting the Torso and Arms
Adjusting the Neck and Head
Applying the Skin Modifier
Tweaking the Skin Modifier
Controlling the View
Chapter 13: Character Studio: Animation
Character Animation
Animating the Soldier
Adding Freeform Animation
Modifying Animation in the Dope Sheet
Using Inverse Kinematics
Linking the Objects
Creating Joint Constraints
Applying the IK Solver
Chapter 14: Introduction to Lighting: Interior Lighting
Three-Point Lighting
3ds Max Lights
Standard Lights
Target Spotlight
Target Direct Light
Free Spot or Free Direct Light
Omni Light
Lighting a Still Life in the Interior Space
Selecting a Shadow Type
Shadow Maps
Raytraced Shadows
Atmospheres and Effects
Creating a Volumetric Light
Adding Shadows
Excluding an Object from a Light
Adding a Volumetric Effect
Volume Light Parameters
Light Lister
Chapter 15: 3ds Max Rendering
Rendering Setup
Common Tab
Choosing a Filename
Rendered Frame Window
Render Processing
Assign Renderer
Rendering the Bouncing Ball
Cameras
Creating a Camera
Using Cameras
Talk Is Cheap!
Animating a Camera
Clipping Planes
Safe Frame
Raytraced Reflections and Refractions
Raytrace Material
Raytrace Mapping
Refractions Using the Raytrace Material
Refractions Using Raytrace Mapping
Rendering the Interior and Furniture
Adding Raytraced Reflections
Outputting the Render
Chapter 16: mental ray and HDRI
mental ray Renderer
Enabling the mental ray Renderer
mental ray Sampling Quality
Final Gather with mental ray
Final Gather
mental ray Materials
3ds Max Photometric Lights in mental ray Renderings
3ds Max Daylight System in mental ray Renderings
HDRI
Index
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