3ds max 6 BibleISBN: 978-0-7645-5763-7
Paperback
1310 pages
April 2004
This title is out-of-print and not currently available for purchase from this site.
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Acknowledgments.
Part I: Learning the Max Interface.
Quick Start: Animating a Monster Truck at the Beach.
Chapter 1: Finding Your Way—Exploring the Max Interface.
Chapter 2: Seeing It All—Working with the Viewports.
Chapter 3: Working with Files and Xrefs.
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: Cloning Objects and Creating Object Arrays.
Chapter 8: Grouping and Linking Objects.
Chapter 9: Working with the Schematic View.
Chapter 10: Transforming Objects—Translate, Rotate, and Scale.
Chapter 11: Introducing Modifiers for Basic Object Deformation.
Part III: Modeling.
Chapter 12: Modeling Basics.
Chapter 13: Drawing and Editing 2D Splines and Shapes.
Chapter 14: Working with Meshes and Polys.
Chapter 15: Creating and Editing Patches.
Chapter 16: Working with NURBS.
Chapter 17: Building Compound Objects.
Chapter 18: Creating Particles and Particle Flow.
Part IV: Materials and Maps.
Chapter 19: Exploring the Material Editor.
Chapter 20: Creating Simple Materials.
Chapter 21: Creating Advanced Multi-Layer Materials.
Chapter 22: Adding Material Details with Maps.
Chapter 23: Controlling Mapping Coordinates.
Part V: Cameras.
Chapter 24: Working with Cameras.
Chapter 25: Matching and Tracking Cameras.
Chapter 26: Multi-Pass Camera Effects.
Part VI: Lighting.
Chapter 27: Basic Lighting Techniques.
Chapter 28: Advanced Lighting and Light Tracing.
Chapter 29: Advanced Lighting and Radiosity.
Part VII: Animation.
Chapter 30: Animation Basics.
Chapter 31: Animating with Constraints and Controllers.
Chapter 32: Using the Expression Controller.
Chapter 33: Working with the Track View.
Part VIII: Character Animation.
Chapter 34: Character Modeling.
Chapter 35: Rigging Characters.
Chapter 36: Animating Characters.
Chapter 37: Using Inverse Kinematics.
Part IX: Dynamics.
Chapter 38: Using Space Warps.
Chapter 39: Creating a Dynamic Simulation.
Chapter 40: Animating with reactor.
Part X: Rendering.
Chapter 41: Rendering Basics.
Chapter 42: Using Atmospheric Effects.
Chapter 43: Using Render Elements and Effects.
Chapter 44: Raytracing and mental ray.
Chapter 45: Network Rendering.
Part XI: Compositing and Post-Production.
Chapter 46: Using External Compositing Tools.
Chapter 47: Using the Video Post Interface.
Part XII: MAXScript and Plug-Ins.
Chapter 48: Automating with MAXScript.
Chapter 49: Expanding Max with Third-Party Plug-Ins.
Part XIII: Max in Action.
Chapter 50: Max and Games.
Chapter 51: Max and Visualization.
Chapter 52: Max and Special Effects.
Appendix A: What’s New with Max 6.
Appendix B: Installing and Configuring 3ds max 6.
Appendix C: Max Keyboard Shortcuts.
Appendix D: What’s on the CD-ROMs.
Index.
End-User License Agreement.