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Introduction | 1 | |
Part I | Entering the Third Dimension (Getting Started) | 5 |
Hour 1 | Exploring the MAX 3 Interface | 7 |
Views and the View Tools | 8 | |
Perspective vs. Orthographic Views | 8 | |
Zooming In and Out | 9 | |
Panning a View | 10 | |
Rotating a View for Additional Points of View | 11 | |
Maximizing a Viewport | 13 | |
The Command Panel, Tab Panel, and Menu Bar | 13 | |
Select and Transform Tools | 15 | |
Selecting an Object | 15 | |
Transforms (Moving, Rotating, and Scaling) | 15 | |
Using the Transform Gizmo | 16 | |
Locking the Axes | 17 | |
Locking the Selection | 17 | |
Selection Filter | 17 | |
Selection Sets | 18 | |
Undoing an Unwanted Action | 20 | |
Redos | 21 | |
Spinners, Swatches, Buttons, and Boxes | 21 | |
Basic Interface Customization | 22 | |
Floating a Toolbar | 23 | |
Docking a Tab | 23 | |
Replacing a Tab | 24 | |
Saving a Custom Interface | 25 | |
Hour 2 | Understanding Modeling Basics | 27 |
MAX's Coordinate Systems | 28 | |
The Create Tab | 29 | |
Parametric Modeling | 30 | |
The Benefits of Parametric Modeling | 30 | |
Geometry Versus Shapes | 32 | |
Working with Primitives | 32 | |
Creating Primitives | 33 | |
Creating a Sphere | 33 | |
Using Keyboard Entry for Creation | 35 | |
Multidimensional Primitives (Creating a Box) | 36 | |
Changing Parameters through the Modify Panel | 37 | |
Segments and Sides | 39 | |
To Smooth or Not to Smooth | 42 | |
What Are Mapping Coords? | 43 | |
Slice Parameters for Just a Piece of the Pie | 43 | |
Building an Eye | 45 | |
Cloning: Copy, Instance, or Reference? | 51 | |
Hour 3 | 2D and a Half--Working with Shapes | 57 |
Shape Primitives | 58 | |
Creation Circles, Ellipses, and Donuts | 59 | |
Creation Method--Edge or Center? | 61 | |
The Essential Rectangle | 62 | |
Creating Text | 64 | |
Creating Arcs | 68 | |
Creating an NGon | 71 | |
Creating a Helix | 73 | |
Vertices and Segments and Splines, Oh My! | 77 | |
Verticles--The Structures Behind Shapes | 78 | |
Drawing Simple Lines | 79 | |
Drawing Curved Splines | 82 | |
Editing Shapes | 84 | |
Changing Point Types | 85 | |
The Incredible Editable Spline | 89 | |
Attaching Shapes | 94 | |
Creating a 3D Logo with Shapes | 95 | |
Hour 4 | Expanded Modeling--Working with Editable Meshes | 105 |
Sub-Object Vertex | 106 | |
Basic Vertex Manipulation | 106 | |
Soft Selection | 109 | |
What Are Edges? | 114 | |
Sub-Object Faces and Polygons | 116 | |
Elements | 117 | |
Modeling Tools | 117 | |
Using the Extrude Tool | 117 | |
Using the Chamfer Tool | 120 | |
Using the Bevel Tool | 125 | |
Using the Cut Tool | 128 | |
Create a Cartoon Hand from a Box | 130 | |
Hour 5 | Composing the Start of a Scene | 139 |
Merging Existing Objects | 140 | |
Snapping to It | 142 | |
2D, 2.5D, 3D Snaps | 142 | |
Using Angle Snap and Object Snap Together | 145 | |
Percent Snap | 146 | |
Spinner Snap | 147 | |
Align Tool Basics | 147 | |
Align Position | 147 | |
Align Orientation (Local) | 152 | |
Match Scale | 153 | |
Creating a Simple Scene | 154 | |
Part II | Building Sophisticated Models | 159 |
Hour 6 | Manipulating Geometry Using Modifiers | 161 |
The Modifier Stack--The Backbone of MAX | 162 | |
Building a Stack--Adding Modifiers | 162 | |
Accessing the Stack Hierarchy | 165 | |
Pinning the Stack | 168 | |
Removing Modifiers from the Stack | 168 | |
Changing the Order of Modifiers within the Stack | 170 | |
Activating/Deactivating Modifiers | 172 | |
Edit Mesh/Splines Modifier Versus Editable Mesh/Spline | 172 | |
Working with the Bend Modifier | 174 | |
Accessing and Using Gizmos | 177 | |
Do the Twist | 179 | |
Using the XForm Modifier for Transforms | 181 | |
Making Mushrooms | 183 | |
Hour 7 | Adding Detail to a Scene | 189 |
Creating a Plant | 189 | |
Making the Stem from a Cylinder | 190 | |
Creating Leaves | 194 | |
Creating the Flower Head | 199 | |
Making a Petal | 201 | |
Using Arrays | 203 | |
Hour 8 | Building with Compound Objects, Part 1--The Loft | 211 |
Lofting--A Better Extrude | 211 | |
Creating Multiple-Shaped Lofts | 215 | |
Using the Percentage and Distance Settings | 217 | |
Adjusting Path Steps to Affect Object Smoothness | 217 | |
Adjusting Shape Steps to Affect Geometry Resolution | 218 | |
Editing a Loft Sub-Object | 219 | |
Deleting a Shape | 223 | |
Creating a Loft Deformation | 224 | |
Using the Scale Deformation | 225 | |
Using Multiple Deformation Points | 228 | |
Using the Twist Deformation | 233 | |
Using the Teeter Deformation | 234 | |
Using the Bevel Deformation | 234 | |
Using the Fit Deformation | 236 | |
Hour 9 | Building with Compound Objects, Part 2--Booleans and Morphs | 243 |
Booleans in Brief | 244 | |
A Basic Boolean Operation | 245 | |
Manipulating Operands | 250 | |
Modifying Operands | 250 | |
Transforming Operands | 253 | |
Extracting an Operand | 254 | |
Refining with the Boolean Cut | 256 | |
Morph Objects | 259 | |
Starting a Morph and Creating Targets | 261 | |
Loading Morph Targets | 263 | |
Creating a Morph Sequence | 266 | |
Hour 10 | Organic Modeling with Patches, NURMS, and Surface Tools | 269 |
Non-Uniform Rational MeshSmooth (NURMS) | 270 | |
Using MeshSmooth for Organic Modeling | 270 | |
Using Display/Weighting for Added Mesh Control | 273 | |
Building a Ship with MeshSmooth | 275 | |
Patch Objects | 281 | |
QuadPatch and TriPatch | 281 | |
Manipulating a Patch with an EditPatch modifier | 281 | |
Surface Tools | 285 | |
Using the CrossSection Modifier | 286 | |
Adding the Surface Modifier | 291 | |
Creating the Spline Network | 294 | |
Hour 11 | Creating a Character Head | 303 |
Building a Head | 304 | |
Creating the Basic Head Shape | 304 | |
Creating the Mouth and Cheeks | 306 | |
Creating Eye Sockets | 310 | |
Weighting a Nose | 313 | |
Refining the Eye Sockets | 315 | |
Adding Eyes | 318 | |
Creating Ears | 320 | |
Part III | Adding Realism with Materials and Environments | 325 |
Hour 12 | Introduction to Basic Rendering | 327 |
A Simple Render | 328 | |
The Rendering Tab | 329 | |
Common Parameters of the Render Scene Dialog | 330 | |
The MAX Default Scanline Rendering Parameters | 338 | |
Rendering Multiple Frames | 339 | |
Rendering Numbered Frames | 339 | |
Rendering Multiple Frames to a Single File (.avi, .mov) | 340 | |
Choosing a CODEC | 341 | |
Rendering a Sequence | 342 | |
Hour 13 | Creating Materials | 349 |
The Material Editor | 350 | |
Applying a Material | 351 | |
Material Types | 351 | |
Common Material Properties | 358 | |
Material Name | 358 | |
Diffuse and Ambient Color | 359 | |
Highlighting Specular Color and Specular Levels | 362 | |
Self-Illumination | 366 | |
Material Opacity | 367 | |
Understanding Shaders | 369 | |
Choosing a Shader | 369 | |
Diversifying Materials with Maps | 373 | |
Adding Reflection Maps | 378 | |
Using Refractions | 378 | |
Material Editor Tools | 378 | |
Creating a Raytrace Reflection | 380 | |
Hour 14 | Setting Up Lighting and Cameras | 387 |
Basic Lighting | 388 | |
Default Lighting | 388 | |
MAX Light Types | 388 | |
Adding Lights to the Scene | 390 | |
Adjusting Light Parameters | 397 | |
Spotlight Cone Parameters | 400 | |
Attenuation Parameters | 402 | |
Shadow Parameters | 403 | |
Choosing and Adding a Camera | 405 | |
Camera Parameters | 410 | |
Camera Tools | 413 | |
Part IV | Adding Life Through Animation | 417 |
Hour 15 | Applying Animation Principles in MAX | 419 |
Key Frames--The Key to Animation | 420 | |
Keeping Time | 421 | |
The Animate Button and Key Frames | 423 | |
Controlling Animation with Key Info | 426 | |
Animating Object Parameters | 427 | |
Working with Track View | 429 | |
Track View Function Curves | 433 | |
Hour 16 | Adding Life and Dimension with Space Warp Effects | 439 |
Space Warps--Global Modifiers | 440 | |
Creating a Space Warp | 440 | |
Changing Space Warp Settings | 444 | |
The Bomb Space Warp Parameters | 449 | |
Hour 17 | Advanced Rendering and Environmental Effects | 453 |
Adjusting Scanline Rendering Options | 454 | |
Choosing the Options | 454 | |
Using the Production and Draft Toggle | 455 | |
Smoothing the Edges with Antialias Filters | 457 | |
Object and Image Motion Blur Settings | 459 | |
Environmental Effects | 463 | |
Changing Background Color | 464 | |
Adding an Environment Map | 464 | |
Global Lighting | 469 | |
Atmospheric Effects | 470 | |
Atmospheric Apparatus | 470 | |
Creating Combustion Effects | 471 | |
Creating Volume Fog | 477 | |
Creating Volumetric Light Effects | 480 | |
Hour 18 | Advanced Animation with Bones and Inverse Kinematics | 485 |
The Hierarchy of Parts | 486 | |
The Hierarchical Chain | 486 | |
Viewing Hierarchies | 487 | |
Why a Hierarchy? | 489 | |
Building a Simple Hierarchy | 491 | |
Basic Inheritance | 493 |
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