Dieses Produkt haben wir gerade leider nicht auf Lager.
ab 29,99 €
Derzeit nicht verfügbar
Derzeit nicht verfügbar
Handgeprüfte Gebrauchtware
Bis zu 50 % günstiger als neu
Der Umwelt zuliebe
Technische Daten
Erscheinungsdatum
11.04.2006
Sprache
Englisch
EAN
9780471786184
Herausgeber
John Wiley & Sons
Sonderedition
Nein
Autor
Kelly L. Murdock
Seitenanzahl
1250
Auflage
1
Einbandart
Taschenbuch
Autorenporträt
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.
Schlagwörter
3ds max 8
Inhaltsverzeichnis
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.
Wenn du eine Bewertung für dieses Produkt schreibst, hilfst du allen Kund:innen, die noch überlegen, ob sie das Produkt kaufen wollen. Vielen Dank, dass du mitmachst!