3ds max 2011 bible. ([2010])
- Record Type:
- Book
- Title:
- 3ds max 2011 bible. ([2010])
- Main Title:
- 3ds max 2011 bible
- Further Information:
- Note: Kelly L. Murdock.
- Authors:
- Murdock, Kelly
- Contents:
- ""Cover""; ""Table of Contents""; ""Title Page""; ""Foreword""; ""Part I: Getting Started with 3ds Max""; ""Quick Start: Animating a Walking Dinosaur""; ""Chapter 1: Exploring the Max Interface""; ""Chapter 2: Controlling and Configuring the Viewports""; ""Chapter 3: Working with Files, Importing, and Exporting""; ""Chapter 4: Customizing the Max Interface and Setting Preferences""; ""Part II: Working with Objects""; ""Chapter 5: Creating and Editing Primitive Objects""; ""Chapter 6: Selecting Objects and Setting Object Properties"" ""Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping""""Chapter 8: Cloning Objects and Creating Object Arrays""; ""Chapter 9: Grouping, Linking, and Parenting Objects""; ""Part III: Modeling Basics""; ""Chapter 10: Accessing Subobjects and Using Modeling Helpers""; ""Chapter 11: Introducing Modifiers and Using the Modifier Stack""; ""Chapter 12: Drawing and Editing 2D Splines and Shapes""; ""Chapter 13: Modeling with Polygons and Patches""; ""Chapter 14: Using the Graphite Modeling Tools and Painting with Objects""; ""Part IV: Materials, Cameras, and Lighting Basics"" ""Chapter 15: Using the Slate Material Editor""""Chapter 16: Creating and Applying Standard Materials""; ""Chapter 17: Adding Material Details with Maps""; ""Chapter 18: Creating Compound Materials and Using Material Modifiers""; ""Chapter 19: Configuring and Aiming Cameras""; ""Chapter 20: Using Lights and Basic Lighting Techniques""; ""Part V: Animation and""Cover""; ""Table of Contents""; ""Title Page""; ""Foreword""; ""Part I: Getting Started with 3ds Max""; ""Quick Start: Animating a Walking Dinosaur""; ""Chapter 1: Exploring the Max Interface""; ""Chapter 2: Controlling and Configuring the Viewports""; ""Chapter 3: Working with Files, Importing, and Exporting""; ""Chapter 4: Customizing the Max Interface and Setting Preferences""; ""Part II: Working with Objects""; ""Chapter 5: Creating and Editing Primitive Objects""; ""Chapter 6: Selecting Objects and Setting Object Properties"" ""Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping""""Chapter 8: Cloning Objects and Creating Object Arrays""; ""Chapter 9: Grouping, Linking, and Parenting Objects""; ""Part III: Modeling Basics""; ""Chapter 10: Accessing Subobjects and Using Modeling Helpers""; ""Chapter 11: Introducing Modifiers and Using the Modifier Stack""; ""Chapter 12: Drawing and Editing 2D Splines and Shapes""; ""Chapter 13: Modeling with Polygons and Patches""; ""Chapter 14: Using the Graphite Modeling Tools and Painting with Objects""; ""Part IV: Materials, Cameras, and Lighting Basics"" ""Chapter 15: Using the Slate Material Editor""""Chapter 16: Creating and Applying Standard Materials""; ""Chapter 17: Adding Material Details with Maps""; ""Chapter 18: Creating Compound Materials and Using Material Modifiers""; ""Chapter 19: Configuring and Aiming Cameras""; ""Chapter 20: Using Lights and Basic Lighting Techniques""; ""Part V: Animation and Rendering Basics""; ""Chapter 21: Understanding Animation and Keyframes""; ""Chapter 22: Animating with Constraints and Simple Controllers""; ""Chapter 23: Rendering a Scene and Enabling Quicksilver""; ""Part VI: Advanced Modeling"" ""Chapter 24: Building Complex Scenes with Containers and XRefs and Using Asset Tracking""""Chapter 25: Working with the Schematic View""; ""Chapter 26: Deforming Surfaces and Using the Mesh Modifiers""; ""Chapter 27: Working with Compound Objects""; ""Chapter 28: Working with Solids and Body Objects""; ""Chapter 29: Adding and Styling Hair and Fur, and Using Cloth""; ""Part VII: Advanced Materials""; ""Chapter 30: Using Specialized Material Types""; ""Chapter 31: Painting in the Viewport Canvas and Rendering Surface Maps""; ""Chapter 32: Unwrapping UVs and Mapping Textures"" ""Chapter 33: Creating Baked Textures and Normal Maps""""Part VIII: Advanced Animation Techniques""; ""Chapter 34: Using Animation Layers, Modifiers, and Complex Controllers""; ""Chapter 35: Animating with the Expression Controller and Wiring Parameters""; ""Chapter 36: Working with Function Curves in the Track View""; ""Part IX: Working with Characters""; ""Chapter 37: Understanding Rigging and Working with Bones""; ""Chapter 38: Working with Inverse Kinematics""; ""Chapter 39: Animating with CAT and Creating Crowds""; ""Chapter 40: Skinning Characters""; ""Part X: Dynamic Animation"" … (more)
- Publisher Details:
- Indianapolis, IN : Wiley
- Publication Date:
- 2010
- Extent:
- 1 online resource
- Subjects:
- 006.696
Computers
COMPUTERS -- Programming -- Games
Computers
Electronic books - Languages:
- English
- ISBNs:
- 9780470908372
0470908378 - Related ISBNs:
- 9780470617779
0470617772 - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.507872
- Ingest File:
- 03_084.xml