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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