Книга предназначена как для новичков в работе с 3ds Max, так и для вполне опытных разработчиков. Книга содержит полное описание стандартных средств программы, методики их использования, особенности последней версии 3ds Max 2010, а также более 150 уроков в виде пошаговых инструкций по выполнению наиболее часто встречаемых задач.
3ds Max 2010 Bible
сопровождается DVD-диском, содержащим все примеры и сцены, необходимые для выполнения уроков, уникальные модели и текстуры.
    
     
      Краткое оглавление книги:
     
    
    
     
      Part I: Getting Started with 3ds Max
     
    
    
    Quick Start: Landing a Space Vehicle.
    
    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 Using Containers
    
     
      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 Using the Graphite Modeling Tools.
    
     
      Part IV: Materials, Cameras, and Lighting Basics
     
    
    
    Chapter 14: Using the Material Editor and the Material Explorer.
    
    Chapter 15: Creating and Applying Standard Materials
    
    Chapter 16: Adding Material Details with Maps.
    
    Chapter 17: Creating Compound Materials and Using Material Modifiers
    
    Chapter 18: Configuring and Aiming Cameras.
    
    Chapter 19: Using Lights and Basic Lighting Techniques.
    
     Part V: Animation and Rendering Basics
    
    
    Chapter 20: Understanding Animation and Keyframes
    
    Chapter 21: Animating with Constraints and Simple Controllers.
    
    Chapter 22: Rendering a Scene
    
     
      Part VI: Advanced Modeling
     
    
    
    Chapter 23: Building Complex Scenes with XRefs and Using Asset Tracking.
    
    Chapter 24: Working with the Schematic View
    
    Chapter 25: Deforming Surfaces and Using the Mesh Modifiers.
    
    Chapter 26: Working with Compound Objects.
    
    Chapter 27: Modeling with Patches and NURBS
    
    Chapter 28: Adding and Styling Hair and Fur, and Using Cloth
    
     
      Part VII: Advanced Materials
     
    
    
    Chapter 29: Using Specialized Material Types
    
    Chapter 30: Painting in the Viewport Canvas and Rendering Surface Maps.
    
    Chapter 31: Unwrapping UVs and Mapping Textures
    
    Chapter 32: Creating Baked Textures and Normal Maps
    
     
      Part VIII: Advanced Animation Techniques
     
    
    
    Chapter 33: Using Animation Modifiers and Complex Controllers
    
    Chapter 34: Animating with the Expression Controller and Wiring Parameters.
    
    Chapter 35: Working with Function Curves in the Track View
    
    Chapter 36: Using Animation Layers and the Motion Mixer.
    
     
      Part IX: Dynamic Animation
     
    
    
    Chapter 37: Creating Particles and Particle Flow
    
    Chapter 38: Using Space Warps.
    
    Chapter 39: Simulating Physics-Based Motion with reactor
    
    Chapter 40: Animating Hair and Cloth
    
     
      Part X: Working with Characters
     
    
    
    Chapter 41: Understanding Rigging and Working with Bones.
    
    Chapter 42: Working with Inverse Kinematics.
    
    Chapter 43: Creating and Animating Bipeds and Crowds
    
    Chapter 44: Skinning Characters.
    
     
      Part XI: Advanced Lighting and Rendering
     
    
    
    Chapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity.
    
    Chapter 46: Using Atmospheric and Render Effects.
    
    Chapter 47: Rendering with mental ray.
    
    Chapter 48: Batch and Network Rendering
    
    Chapter 49: Compositing with Render Elements and the Video Post Interface.
    
     
      Part XII: MAXScript and Plug-Ins
     
    
    
    Chapter 50: Automating with MAXScript.
    
    Chapter 51: Expanding Max with Third-Party Plug-Ins.
    Appendix A: What’s New with 3ds Max 2010
    
    Appendix B: What’s on the DVD
    
     
      Index
     
    
    
    End User License Agreement
    
     
      Содержимое прилагаемого DVD-диска:
     
    
    
     На диске содержится 1265 файлов, в том числе:
    
    
    .max — 740 шт.
    
    .tif — 302 шт.
    
    .jpg — 25 шт.
    
    .bmp — 5 шт.
    
    .avi — 79 шт.
    
     
      Структура каталогов DVD-диска:
     
    
    
    3D Models
    
    Viewpoint Models
    
    A-10
    
    AH-1W Supercobra
    
    Beach Scene
    
    Bottle
    
    Cessna 402c
    
    Church Building
    
    Covered Wagon
    
    Crocodile
    
    Cupped Hand
    
    Delfino Feroce 2001
    
    Dinosaur
    
    Doberman
    
    Elk
    
    Foot Bones
    
    Futuristic Man
    
    Gingerbread House
    
    Greek Woman
    
    Harpoon Missile Launcher
    
    Harpoon Missile
    
    Heart
    
    Hot Dog
    
    Kirov Battleship
    
    Lamp
    
    Lion Toy
    
    M-203 Rifle
    
    Makita Drill
    
    MiG-17
    
    Monster Truck
    
    Plasma Ball
    
    PT-328 US Torpedo Boat
    
    Ronald Reagan
    
    Sled
    
    Space Port
    
    Spaceship
    
    Spruce Goose HK-1 Hercules
    
    T-28 Trojan
    
    Toothbrush
    
    Westwind 2
    
    Windmill
    
    Xylophone
    
    Zygote Characters
    
    Zygote Models
    
     
      Bonus Chapters
     
    
    
     Chapters Example Files
    
    
    Bonus Chapter 3 — Working with NURBS
    
    Chap 01 — Exploring the Max Interface
    
    Chap 02 — Controlling and Configuring the Viewports
    
    Chap 03 — Working with Files, Importing and Exporting
    
    Chap 04 — Customizing the Max Interface and Setting Preferences
    
    Chap 05 — Creating and Editing Primitive Objects
    
    Chap 06 — Selecting Objects and Setting Object Properties
    
    Chap 07 — Transforming Objects, Pivoting, Aligning and Snapping
    
    Chap 08 — Cloning Objects and Creating Object Arrays
    
    Chap 09 — Grouping, Linking and Using Containers
    
    Chap 10 — Accessing Subobjects and Using Modeling Helpers
    
    Chap 11 — Introducing Modifiers and Using the Modifier Stack
    
    Chap 12 — Drawing and Editing 2D Splines and Shapes
    
    Chap 13 — Modeling with Polygons and Using the Graphite Modeling Tools
    
    Chap 14 — Exploring the Material Editor and the Material Explorer
    
    Chap 15 — Creating and Applying Standard Materials
    
    Chap 15 — Creating and Applying Standard Materials
    
    Chap 15 — Creating and Applying Standard Materials
    
    Chap 15 — Creating and Applying Standard Materials
    
    Chap 16 — Adding Material Details with Maps
    
    Chap 17 — Creating Compound Materials and Using Material Modifiers
    
    Chap 18 — Configuring and Aiming Cameras
    
    Chap 19 — Using Lights and Basic Lighting Techniques
    
    Chap 20 — Understanding Animation and Keyframes
    
    Chap 21 — Animating with Constraints and Simple Controllers
    
    Chap 22 — Rendering a Scene
    
    Chap 23 — Building Complex Scenes with XRefs and Asset Tracking
    
    Chap 24 — Working with the Schematic View
    
    Chap 25 — Deforming Surfaces and Using the Mesh Modifiers
    
    Chap 26 — Working with Compound Objects
    
    Chap 27 — Modeling with Patches and NURBS
    
    Chap 28 — Adding and Styling Hair and Fur and Using Cloth
    
    Chap 29 — Using Specialized Material Types
    
    Chap 30 — Painting in the Viewport Canvas and Rendering Surface Maps
    
    Chap 31 — Unwrapping UVs and Mapping Textures
    
    Chap 32 — Creating Baked Textures and Normal Maps
    
    Chap 33 — Using Animation Modifiers and Complex Controllers
    
    Chap 34 — Animating with the Expression Controller and Wiring Parameters
    
    Chap 35 — Working with Function Curves in the Track View
    
    Chap 36 — Using Animation Layers and the Motion Mixer
    
    Chap 37 — Creating Particles and Particle Flow
    
    Chap 38 — Using Space Warps
    
    Chap 39 — Simulating Physics-Based Motion with reactor
    
    Chap 40 — Animating Hair and Cloth
    
    Chap 41 — Understanding Rigging and Working with Bones
    
    Chap 42 — Working with Inverse Kinematics
    
    Chap 43 — Creating and Animating Bipeds and Crowds
    
    Chap 44 — Skinning Characters
    
    Chap 45 — Working with Advanced Lighting, Light Tracing and Radiosity
    
    Chap 46 — Using Atmospheric and Render Effects
    
    Chap 47 — Rendering with mental ray
    
    Chap 48 — Batch and Network Rendering
    
    Chap 49 — Compositing with Render Elements and Using the Video Post Interface
    
    Chap 50 — Automating with MaxScript
    
    Chap 51 — Expanding Max with Third Party Plug-Ins
    
    Quick Start — Landing a Spaceship
    
     Год выпуска:
    
    2009
    
    
     Автор:
    
    Kelly L. Murdock
    
    
     Издательство:
    
    Wiley Publishing, Inc.
    
    
     ISBN:
    
    978-0-470-47191-3
    
    
     Формат:
    
    PDF
    
    
     Качество:
    
    eBook (изначально компьютерное)
    
    
     Количество страниц:
    
    1296
    
    
     Язык:
    
    английский
    
    
     Размер:
    
    1.21 GB
   
 
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