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by Randi L. Derakhshani, Dariush Derakhshani
Introducing Autodesk® 3ds Max® 2011
Cover
Title Page
Credits
Copyright
Dear Reader,
Dedication
Acknowledgments
About the Authors
About the Contributors
Introduction
Chapter 1: Basic Concepts
How to Read This Book
What Is CGI?
Production Workflow
CG Workflow
CG Specialties
Fundamental Concepts
Coordinate Systems
Animation Fundamentals
3ds Max Fundamental Terms and Concepts
Summary
Chapter 2: Your First 3ds Max Project
Getting Around in 3ds Max
Project and File-Management Workflow
The 3ds Max Interface
Jumping Headlong into Production
Summary
Chapter 3: The 3ds Max Interface
What Am I Looking At?
Screen Layout
Command Panels
Controls at the Bottom of the UI
The Viewports
Managing Scene Objects
Scene Explorer
The Quad Menu and the Caddy Interface
Summary
Chapter 4: Modeling in 3ds Max: Part I
Planning Your Model
Modeling Concepts
Modifiers and the Modifier Stack
Look at the Mesh You Got Us Into!
Editable Poly Tools
Modeling a Chest of Drawers
Summary
Chapter 5: Modeling in 3ds Max: Part II
Building the Red Rocket
Summary
Chapter 6: Character Poly Modeling
Setting Up the Scene
Creating the Soldier
Summary
Chapter 7: Materials and Mapping
Materials
The Material Editor
Mapping a Pool Ball
Mapping, Just a Little Bit More
Exploring the Various Map Types
Using Opacity Maps
Mapping the Rocket
Mapping the Soldier
Summary
Chapter 8: Introduction to Animation
The Mobile Redux: Setting Up Hierarchies
Ready, Set, Animate!
Animating the Rest of the Mobile
Using Dummy Objects
The Bouncing Ball
Using the Track View–Curve Editor
Track View
Anticipation and Momentum in Knife Throwing
Summary
Chapter 9: Character Studio and IK Animation
Character Animation
Character Studio Workflow
Creating a Biped
Animating a Biped
Associating a Biped with the Soldier Model
Using Inverse Kinematics
Summary
Chapter 10: 3ds Max Lighting
Basic Lighting Concepts
Three-Point Lighting
3ds Max Lights
Common Light Parameters
Ambient Light
Lighting the Red Rocket
Atmospheres and Effects
Light Lister
Summary
Chapter 11: 3ds Max Rendering
Rendering Setup
Motion Blur
Previewing with ActiveShade
Cameras
Safe Frame
Render Elements
Rendering Effects
Raytraced Reflections and Refractions
Bringing It All Together: Rendering the Rocket
mental ray Renderer
Final Gather with mental ray
Summary
Chapter 12: Particles and Dynamics
Understanding Particle Systems
Setting Up a Particle System
Particle Systems and Space Warps
Using Rigid Body Dynamics
Using Soft Body Dynamics
Summary
So Long, and Thanks for All the Fish
Index
Gallery: 3ds Max Gallery
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