Coverart for item
The Resource 3ds max 6 essentials : a real-world approach, David J. Kalwick

3ds max 6 essentials : a real-world approach, David J. Kalwick

Label
3ds max 6 essentials : a real-world approach
Title
3ds max 6 essentials
Title remainder
a real-world approach
Statement of responsibility
David J. Kalwick
Creator
Subject
Language
eng
Cataloging source
DLC
http://library.link/vocab/creatorName
Kalwick, David J
Illustrations
illustrations
Index
index present
Literary form
non fiction
Series statement
Charles River Media graphics
http://library.link/vocab/subjectName
  • Computer animation
  • Computer graphics
Label
3ds max 6 essentials : a real-world approach, David J. Kalwick
Instantiates
Publication
Accompanying material
+ 1 CD-ROM (4 3/4 in.)
Contents
  • Preface
  • Acknowledgments
  • About the Author
  • Chapter 1.
  • Introduction.
  • p. 1
  • Views.
  • p. 2
  • View Tools.
  • p. 3
  • Manipulating Views.
  • p. 5
  • Tutorial: Manipulating the View s.
  • p. 5
  • Main Toolbar.
  • p. 9
  • Command Panel.
  • p. 10
  • Quad Menus.
  • p. 13
  • Rollouts, Inputs, Spinners, and Flyout Menus.
  • p. 15
  • Rollouts.
  • p. 15
  • Inputs.
  • p. 16
  • Spinners.
  • p. 16
  • Flyout Menus.
  • p. 17
  • Summary.
  • p. 17
  • Chapter 2.
  • 3ds max Production Pipeline.
  • p. 19
  • Project Planning.
  • p. 20
  • Assessing the Problem.
  • p. 21
  • Bidding and Billing.
  • p. 23
  • Bidding Fixed Price.
  • p. 23
  • Time and Materials.
  • p. 24
  • Determining the Billing Process.
  • p. 24
  • Signing Copyright, Non-Disclosure, and Non-Compete Agreements.
  • p. 24
  • Getting Approvals.
  • p. 25
  • Creating Storyboards.
  • p. 25
  • Model Sheets.
  • p. 26
  • Creating Mock-ups and Animatics.
  • p. 26
  • Animatics.
  • p. 27
  • Starting Full-Scale Production.
  • p. 27
  • Delivering Preliminary Content.
  • p. 28
  • Delivering Final Content.
  • p. 28
  • Billing the Client.
  • p. 29
  • Ending the Contract.
  • p. 29
  • Giving Recognition.
  • p. 30
  • Production Pipeline.
  • p. 30
  • Summary.
  • p. 31
  • Chapter 3.
  • Starting Simple: Creating Shapes and Primitives.
  • p. 33
  • Creating Shapes.
  • p. 34
  • Tutorial: Creating Basic Shapes.
  • p. 35
  • Building a Line.
  • p. 36
  • Tutorial: Building a Line.
  • p. 37
  • Creating Primitives.
  • p. 39
  • Tutorial: Creating a Sphere.
  • p. 40
  • Tutorial Review.
  • p. 42
  • Tutorial: Creating a Box.
  • p. 43
  • Tutorial Review.
  • p. 44
  • Building Cylinders, Cones, and Tubes.
  • p. 44
  • Tutorial: Creating a Cylinder, Cone, and Tube.
  • p. 44
  • Segments and Sides.
  • p. 47
  • Tutorial: Editing the Segment and Size Parameters.
  • p. 48
  • Editing Primitives and Shape Parameters.
  • p. 49
  • Modify Panel.
  • p. 49
  • Summary.
  • p. 51
  • Chapter 4.
  • Managing and Manipulating 3D Space.
  • p. 53
  • Transform Axis.
  • p. 54
  • Transformation Tools.
  • p. 54
  • Pivot Point.
  • p. 55
  • Transform Gizmos.
  • p. 55
  • Positional Transforms.
  • p. 56
  • Tutorial: Transforming with the Select and Move Tool.
  • p. 57
  • Transform Type-In Dialog Box.
  • p. 58
  • Tutorial: Using the Transform Type-In Dialog Box.
  • p. 59
  • Using the Quad Menu.
  • p. 61
  • Tutorial: Using the Transform Type-In Dialog Box.
  • p. 62
  • Rotational Transforms.
  • p. 63
  • Using the Rotate Transform Gizmo.
  • p. 64
  • Scale Transforms.
  • p. 65
  • Coordinate Systems Overview.
  • p. 67
  • Summary.
  • p. 68
  • Chapter 5.
  • Building with Sub-Objects.
  • p. 69
  • Sub-Objects.
  • p. 70
  • Tutorial: Adding an EditMesh Modifier.
  • p. 73
  • Tutorial: Transforming Sub-Objects.
  • p. 74
  • Building the Mailbox Body.
  • p. 81
  • Tutorial: Building the Mailbox Body.
  • p. 81
  • Tutorial: Creating the Door Using an Editable Poly Object.
  • p. 85
  • Summary.
  • p. 92
  • Chapter 6.
  • Building the Water Tower.
  • p. 93
  • Tutorial: Building the Tower Cap.
  • p. 95
  • Tutorial: Building the Tower Body.
  • p. 99
  • Tutorial: Creating the Cross Beams.
  • p. 105
  • Tutorial: Creating the Vertical Support Beams.
  • p. 109
  • Tutorial: Creating the Tank Floor.
  • p. 110
  • Building Bottom Cross Beams.
  • p. 110
  • Accessories.
  • p. 111
  • Summary.
  • p. 111
  • Chapter 7.
  • Building the Elastic-Powered Atmospheric Transporter.
  • p. 113
  • Overview.
  • p. 114
  • Tutorial: Building the Fuselage.
  • p. 115
  • Tutorial: Building the Wing.
  • p. 116
  • Tutorial: Creating the Stabilizer.
  • p. 119
  • Tutorial: Creating the Rudder.
  • p. 123
  • Tutorial: Creating the Propeller.
  • p. 128
  • Tutorial: The Linkage and Power Band.
  • p. 133
  • Summary.
  • p. 134
  • Chapter 8.
  • Complex Modeling: Creating a Skull.
  • p. 135
  • Get to Know Your Subject.
  • p. 136
  • Where to Start.
  • p. 137
  • Tutorial: The Virtual Studio.
  • p. 137
  • Applying a Material.
  • p. 141
  • Tutorial: Modeling Within the Virtual Studio.
  • p. 142
  • Tutorial: Refining the Skull.
  • p. 150
  • Tutorial: Refining the Nasal Cavity.
  • p. 156
  • Tutorial: Creating More Skull Detail.
  • p. 161
  • Tutorial: Creating an Eye Socket.
  • p. 162
  • Tutorial: Adding the Nasal Bridge.
  • p. 165
  • Further Refinement.
  • p. 174
  • Tutorial: Refining the Eye Socket.
  • p. 175
  • Tutorial: Building the Horn.
  • p. 176
  • Tutorial: The Final Revision .. Almost.
  • p. 180
  • Summary.
  • p. 183
  • Chapter 9.
  • Building a Character.
  • p. 185
  • Building from a Box--Again.
  • p. 186
  • Tutorial: Creating the Side of the Fish.
  • p. 187
  • Tutorial: Building the Fish Head.
  • p. 191
  • Tutorial: Adding the Tail.
  • p. 197
  • Tutorial: Adding the Cheeks and Nose.
  • p. 201
  • Tutorial: Creating the Eye Sockets.
  • p. 207
  • Tutorial: Adding Fins.
  • p. 211
  • Tutorial: Creating a Pectoral Fin.
  • p. 217
  • Tutorial: Building the Mouth.
  • p. 222
  • Summary.
  • p. 228
  • Chapter 10.
  • Basic Hierarchies and Parametric Animation.
  • p. 229
  • Basic Animation.
  • p. 230
  • Creating Key Frames.
  • p. 230
  • .
  • Auto Key versus Set Key Mode.
  • p. 231
  • .
  • Tutorial: Animating Parameters.
  • p. 232
  • .
  • Tutorial: Wiring Parameters.
  • p. 233
  • .
  • Creating a Hierarchy.
  • p. 236
  • .
  • Tutorial: Using a Dummy Object.
  • p. 237
  • .
  • Summary.
  • p. 242
  • Chapter 11.
  • Rigging and Animating.
  • p. 243
  • .
  • Setting Up the Character for Animating.
  • p. 244
  • .
  • Tutorial: Creating the Eyes and Eyelids.
  • p. 244
  • .
  • Creating the Eyelids.
  • p. 247
  • .
  • Tutorial: Finishing the Eyelids.
  • p. 255
  • .
  • Tutorial: Controlling the Eyes with LookAt.
  • p. 260
  • .
  • Tutorial: Rigging the Body.
  • p. 262
  • .
  • Tutorial: Creating a Hierarchy.
  • p. 265
  • .
  • Tutorial: Creating a Working Tail.
  • p. 267
  • .
  • Tutorial: Skinning a Fish.
  • p. 269
  • .
  • Tutorial: Animating the Rig.
  • p. 275
  • .
  • Summary.
  • p. 281
  • Chapter 12.
  • Material Basics.
  • p. 283
  • .
  • Material Editor--The Key to Creation.
  • p. 284
  • .
  • Material Editor Overview.
  • p. 284
  • .
  • Tutorial: Selecting a Shader.
  • p. 286
  • .
  • Specular Controls.
  • p. 288
  • .
  • Maps.
  • p. 289
  • .
  • Mapping.
  • p. 292
  • .
  • Mapping Problems and Solutions.
  • p. 294
  • .
  • Bump Maps and Other Material Attributes.
  • p. 397
  • General Map Options.
  • p. 397
  • .
  • Summary.
  • p. 299
  • Chapter 13.
  • Materials Unwrapped.
  • p. 301
  • .
  • Tutorial: Creating and Applying Materials for the Mailbox.
  • p. 302
  • .
  • Tutorial: Mapping with Unwrap UVW.
  • p. 306
  • .
  • Tutorial: Aging the Mailbox.
  • p. 313
  • .
  • Tutorial: Aging the Flag.
  • p. 319
  • .
  • Summary.
  • p. 324
  • Chapter 14.
  • Lighting and Atmospherics.
  • p. 325
  • .
  • Before the Lighting Begins.
  • p. 326
  • .
  • Interior Lighting (Inside the Puddle).
  • p. 326
  • .
  • Tutorial: Adding Lights to a Scene.
  • p. 327
  • .
  • Tutorial: Customized Lighting.
  • p. 331
  • .
  • Projection Maps and Advanced Effects.
  • p. 334
  • .
  • Tutorial: Additional Light Sources.
  • p. 336
  • .
  • Tutorial: Adding Depth to Water.
  • p. 339
  • .
  • Tutorial: Creating Streaks of Light Through the Water.
  • p. 347
  • .
  • Summary.
  • p. 349
  • Chapter 15.
  • Rendering--Getting to Pixels.
  • p. 351
  • .
  • What Is Rendering?.
  • p. 352
  • .
  • Tutorial: Creating a Camera.
  • p. 352
  • .
  • Tutorial: Rendering Output to Frames.
  • p. 357
  • .
  • Tutorial: Setting Up a Render Farm.
  • p. 363
  • .
  • Tutorial: Using Network Rendering.
  • p. 365
  • .
  • Queue Monitor.
  • p. 369
  • .
  • Editing Job Output.
  • p. 371
  • .
  • Controlling Rendering Servers.
  • p. 372
  • .
  • Split Scanline Option.
  • p. 373
  • .
  • Summary.
  • p. 374
  • Chapter 16.
  • Particle Flow for Modeling and Effects.
  • p. 375
  • .
  • What Is Particle Flow?.
  • p. 376
  • .
  • Tutorial: The PF Source.
  • p. 376
  • .
  • Tutorial: Applying Materials to Particles.
  • p. 387
  • .
  • Tutorial: Events, Tests, and Branching.
  • p. 390
  • .
  • Summary.
  • p. 394
  • Appendix A.
  • 3ds max File Formats.
  • p. 395
  • Appendix B.
  • About the CD-ROM.
  • p. 397
  • .
  • Index.
  • p. 399
Control code
l82003028074
Dimensions
24 cm +
Extent
xvii, 408 p
Isbn
9781584502678
Lccn
2003028074
Other physical details
ill.
Label
3ds max 6 essentials : a real-world approach, David J. Kalwick
Publication
Accompanying material
+ 1 CD-ROM (4 3/4 in.)
Contents
  • Preface
  • Acknowledgments
  • About the Author
  • Chapter 1.
  • Introduction.
  • p. 1
  • Views.
  • p. 2
  • View Tools.
  • p. 3
  • Manipulating Views.
  • p. 5
  • Tutorial: Manipulating the View s.
  • p. 5
  • Main Toolbar.
  • p. 9
  • Command Panel.
  • p. 10
  • Quad Menus.
  • p. 13
  • Rollouts, Inputs, Spinners, and Flyout Menus.
  • p. 15
  • Rollouts.
  • p. 15
  • Inputs.
  • p. 16
  • Spinners.
  • p. 16
  • Flyout Menus.
  • p. 17
  • Summary.
  • p. 17
  • Chapter 2.
  • 3ds max Production Pipeline.
  • p. 19
  • Project Planning.
  • p. 20
  • Assessing the Problem.
  • p. 21
  • Bidding and Billing.
  • p. 23
  • Bidding Fixed Price.
  • p. 23
  • Time and Materials.
  • p. 24
  • Determining the Billing Process.
  • p. 24
  • Signing Copyright, Non-Disclosure, and Non-Compete Agreements.
  • p. 24
  • Getting Approvals.
  • p. 25
  • Creating Storyboards.
  • p. 25
  • Model Sheets.
  • p. 26
  • Creating Mock-ups and Animatics.
  • p. 26
  • Animatics.
  • p. 27
  • Starting Full-Scale Production.
  • p. 27
  • Delivering Preliminary Content.
  • p. 28
  • Delivering Final Content.
  • p. 28
  • Billing the Client.
  • p. 29
  • Ending the Contract.
  • p. 29
  • Giving Recognition.
  • p. 30
  • Production Pipeline.
  • p. 30
  • Summary.
  • p. 31
  • Chapter 3.
  • Starting Simple: Creating Shapes and Primitives.
  • p. 33
  • Creating Shapes.
  • p. 34
  • Tutorial: Creating Basic Shapes.
  • p. 35
  • Building a Line.
  • p. 36
  • Tutorial: Building a Line.
  • p. 37
  • Creating Primitives.
  • p. 39
  • Tutorial: Creating a Sphere.
  • p. 40
  • Tutorial Review.
  • p. 42
  • Tutorial: Creating a Box.
  • p. 43
  • Tutorial Review.
  • p. 44
  • Building Cylinders, Cones, and Tubes.
  • p. 44
  • Tutorial: Creating a Cylinder, Cone, and Tube.
  • p. 44
  • Segments and Sides.
  • p. 47
  • Tutorial: Editing the Segment and Size Parameters.
  • p. 48
  • Editing Primitives and Shape Parameters.
  • p. 49
  • Modify Panel.
  • p. 49
  • Summary.
  • p. 51
  • Chapter 4.
  • Managing and Manipulating 3D Space.
  • p. 53
  • Transform Axis.
  • p. 54
  • Transformation Tools.
  • p. 54
  • Pivot Point.
  • p. 55
  • Transform Gizmos.
  • p. 55
  • Positional Transforms.
  • p. 56
  • Tutorial: Transforming with the Select and Move Tool.
  • p. 57
  • Transform Type-In Dialog Box.
  • p. 58
  • Tutorial: Using the Transform Type-In Dialog Box.
  • p. 59
  • Using the Quad Menu.
  • p. 61
  • Tutorial: Using the Transform Type-In Dialog Box.
  • p. 62
  • Rotational Transforms.
  • p. 63
  • Using the Rotate Transform Gizmo.
  • p. 64
  • Scale Transforms.
  • p. 65
  • Coordinate Systems Overview.
  • p. 67
  • Summary.
  • p. 68
  • Chapter 5.
  • Building with Sub-Objects.
  • p. 69
  • Sub-Objects.
  • p. 70
  • Tutorial: Adding an EditMesh Modifier.
  • p. 73
  • Tutorial: Transforming Sub-Objects.
  • p. 74
  • Building the Mailbox Body.
  • p. 81
  • Tutorial: Building the Mailbox Body.
  • p. 81
  • Tutorial: Creating the Door Using an Editable Poly Object.
  • p. 85
  • Summary.
  • p. 92
  • Chapter 6.
  • Building the Water Tower.
  • p. 93
  • Tutorial: Building the Tower Cap.
  • p. 95
  • Tutorial: Building the Tower Body.
  • p. 99
  • Tutorial: Creating the Cross Beams.
  • p. 105
  • Tutorial: Creating the Vertical Support Beams.
  • p. 109
  • Tutorial: Creating the Tank Floor.
  • p. 110
  • Building Bottom Cross Beams.
  • p. 110
  • Accessories.
  • p. 111
  • Summary.
  • p. 111
  • Chapter 7.
  • Building the Elastic-Powered Atmospheric Transporter.
  • p. 113
  • Overview.
  • p. 114
  • Tutorial: Building the Fuselage.
  • p. 115
  • Tutorial: Building the Wing.
  • p. 116
  • Tutorial: Creating the Stabilizer.
  • p. 119
  • Tutorial: Creating the Rudder.
  • p. 123
  • Tutorial: Creating the Propeller.
  • p. 128
  • Tutorial: The Linkage and Power Band.
  • p. 133
  • Summary.
  • p. 134
  • Chapter 8.
  • Complex Modeling: Creating a Skull.
  • p. 135
  • Get to Know Your Subject.
  • p. 136
  • Where to Start.
  • p. 137
  • Tutorial: The Virtual Studio.
  • p. 137
  • Applying a Material.
  • p. 141
  • Tutorial: Modeling Within the Virtual Studio.
  • p. 142
  • Tutorial: Refining the Skull.
  • p. 150
  • Tutorial: Refining the Nasal Cavity.
  • p. 156
  • Tutorial: Creating More Skull Detail.
  • p. 161
  • Tutorial: Creating an Eye Socket.
  • p. 162
  • Tutorial: Adding the Nasal Bridge.
  • p. 165
  • Further Refinement.
  • p. 174
  • Tutorial: Refining the Eye Socket.
  • p. 175
  • Tutorial: Building the Horn.
  • p. 176
  • Tutorial: The Final Revision .. Almost.
  • p. 180
  • Summary.
  • p. 183
  • Chapter 9.
  • Building a Character.
  • p. 185
  • Building from a Box--Again.
  • p. 186
  • Tutorial: Creating the Side of the Fish.
  • p. 187
  • Tutorial: Building the Fish Head.
  • p. 191
  • Tutorial: Adding the Tail.
  • p. 197
  • Tutorial: Adding the Cheeks and Nose.
  • p. 201
  • Tutorial: Creating the Eye Sockets.
  • p. 207
  • Tutorial: Adding Fins.
  • p. 211
  • Tutorial: Creating a Pectoral Fin.
  • p. 217
  • Tutorial: Building the Mouth.
  • p. 222
  • Summary.
  • p. 228
  • Chapter 10.
  • Basic Hierarchies and Parametric Animation.
  • p. 229
  • Basic Animation.
  • p. 230
  • Creating Key Frames.
  • p. 230
  • .
  • Auto Key versus Set Key Mode.
  • p. 231
  • .
  • Tutorial: Animating Parameters.
  • p. 232
  • .
  • Tutorial: Wiring Parameters.
  • p. 233
  • .
  • Creating a Hierarchy.
  • p. 236
  • .
  • Tutorial: Using a Dummy Object.
  • p. 237
  • .
  • Summary.
  • p. 242
  • Chapter 11.
  • Rigging and Animating.
  • p. 243
  • .
  • Setting Up the Character for Animating.
  • p. 244
  • .
  • Tutorial: Creating the Eyes and Eyelids.
  • p. 244
  • .
  • Creating the Eyelids.
  • p. 247
  • .
  • Tutorial: Finishing the Eyelids.
  • p. 255
  • .
  • Tutorial: Controlling the Eyes with LookAt.
  • p. 260
  • .
  • Tutorial: Rigging the Body.
  • p. 262
  • .
  • Tutorial: Creating a Hierarchy.
  • p. 265
  • .
  • Tutorial: Creating a Working Tail.
  • p. 267
  • .
  • Tutorial: Skinning a Fish.
  • p. 269
  • .
  • Tutorial: Animating the Rig.
  • p. 275
  • .
  • Summary.
  • p. 281
  • Chapter 12.
  • Material Basics.
  • p. 283
  • .
  • Material Editor--The Key to Creation.
  • p. 284
  • .
  • Material Editor Overview.
  • p. 284
  • .
  • Tutorial: Selecting a Shader.
  • p. 286
  • .
  • Specular Controls.
  • p. 288
  • .
  • Maps.
  • p. 289
  • .
  • Mapping.
  • p. 292
  • .
  • Mapping Problems and Solutions.
  • p. 294
  • .
  • Bump Maps and Other Material Attributes.
  • p. 397
  • General Map Options.
  • p. 397
  • .
  • Summary.
  • p. 299
  • Chapter 13.
  • Materials Unwrapped.
  • p. 301
  • .
  • Tutorial: Creating and Applying Materials for the Mailbox.
  • p. 302
  • .
  • Tutorial: Mapping with Unwrap UVW.
  • p. 306
  • .
  • Tutorial: Aging the Mailbox.
  • p. 313
  • .
  • Tutorial: Aging the Flag.
  • p. 319
  • .
  • Summary.
  • p. 324
  • Chapter 14.
  • Lighting and Atmospherics.
  • p. 325
  • .
  • Before the Lighting Begins.
  • p. 326
  • .
  • Interior Lighting (Inside the Puddle).
  • p. 326
  • .
  • Tutorial: Adding Lights to a Scene.
  • p. 327
  • .
  • Tutorial: Customized Lighting.
  • p. 331
  • .
  • Projection Maps and Advanced Effects.
  • p. 334
  • .
  • Tutorial: Additional Light Sources.
  • p. 336
  • .
  • Tutorial: Adding Depth to Water.
  • p. 339
  • .
  • Tutorial: Creating Streaks of Light Through the Water.
  • p. 347
  • .
  • Summary.
  • p. 349
  • Chapter 15.
  • Rendering--Getting to Pixels.
  • p. 351
  • .
  • What Is Rendering?.
  • p. 352
  • .
  • Tutorial: Creating a Camera.
  • p. 352
  • .
  • Tutorial: Rendering Output to Frames.
  • p. 357
  • .
  • Tutorial: Setting Up a Render Farm.
  • p. 363
  • .
  • Tutorial: Using Network Rendering.
  • p. 365
  • .
  • Queue Monitor.
  • p. 369
  • .
  • Editing Job Output.
  • p. 371
  • .
  • Controlling Rendering Servers.
  • p. 372
  • .
  • Split Scanline Option.
  • p. 373
  • .
  • Summary.
  • p. 374
  • Chapter 16.
  • Particle Flow for Modeling and Effects.
  • p. 375
  • .
  • What Is Particle Flow?.
  • p. 376
  • .
  • Tutorial: The PF Source.
  • p. 376
  • .
  • Tutorial: Applying Materials to Particles.
  • p. 387
  • .
  • Tutorial: Events, Tests, and Branching.
  • p. 390
  • .
  • Summary.
  • p. 394
  • Appendix A.
  • 3ds max File Formats.
  • p. 395
  • Appendix B.
  • About the CD-ROM.
  • p. 397
  • .
  • Index.
  • p. 399
Control code
l82003028074
Dimensions
24 cm +
Extent
xvii, 408 p
Isbn
9781584502678
Lccn
2003028074
Other physical details
ill.

Library Locations

    • Harold Cohen LibraryBorrow it
      Ashton Street, Liverpool, L69 3DA, GB
      53.418074 -2.967913
Processing Feedback ...