Introducing 3Ds Max 9: 3D for Beginners
Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Randi L. Munn teaches 3D animation at The Art Institute of California and has worked as a digital artist and technical director for games and movie projects with Gizmo Games, RJB Enterprises, and Sony.
Table of Contents
Chapter 1: Basic Concepts.
How to Read This Book.
What Is CGI?
Basic Animation Concepts.
Basic 3ds Max Terms and Concepts.
Chapter 2: Your First Max Animation.
Getting Around in 3ds Max.
Project and File Management Workflow.
The 3ds Max Interface.
Jumping Headlong into Animation.
Setting Up the Hierarchy.
Chapter 3: The 3ds Max Interface.
What Am I Looking At?
Managing Scene Objects.
Chapter 4: Modeling in 3ds Max: Part I.
Planning Your Model.
Look at the Mesh You Got Us Into!
Editable Poly Tools.
Modeling a Chest of Drawers.
Modeling a Hand.
Chapter 5: Modeling in 3ds Max: Part II.
Setting Up the Scene.
The Editable Poly Tools.
Lofting the Barrel.
Lathing the Wheels.
Using Snapshot to Create the Tracks.
Chapter 6: Organic Poly Modeling.
Setting Up the Scene.
Creating the Basic Form.
Chapter 7: Materials and Mapping.
The Material Editor.
Mapping a Pool Ball.
Mapping, Just a Little Bit More.
More Mapping Exercises.
Chapter 8: Introduction to Animation.
Hierarchy in Animation: The Mobile Redux.
Using Dummy Objects.
Using the Track Editor–Curve Editor.
Anticipation and Momentum in Knife Throwing.
Chapter 9: Character Studio and IK Animation.
Character Studio Workflow.
Creating a Biped.
Animating a Biped.
Associating a Biped to a Character.
Using Inverse Kinematics.
Chapter 10: 3ds Max Lighting.
Basic Lighting Concepts.
3ds Max Lights.
Common Light Parameters.
Atmospheres and Effects.
Chapter 11: 3ds Max Rendering.
Previewing with ActiveShade.
Raytraced Reflections and Refractions.
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.
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