Description

Book Synopsis
Start animating right away with this tutorial-based guide to Autodesk 3ds Max 2016

Autodesk 3ds Max 2016 Essentials is your perfect hands-on guide to start animating quickly. Using approachable, real-world exercises, you''ll master the fundamentals of this leading animation software by following full-color screen shots step by step. Each chapter opens with a quick discussion of concepts and learning objectives, and then launches into hands-on tutorials that give you firsthand experience and a good start on preparing for the 3ds Max certification exam. You''ll learn the basics of modeling, texturing, animating, and visual effects as you create a retro-style alarm clock, animate a thrown knife, model a chair, and more. Whether you''re a complete beginner or migrating from another 3D application, this task-based book provides the solid grounding you need in Autodesk 3ds Max 2016.

  • Model your character with polygons, meshes, and more
  • Add motion with si

    Table of Contents
    Introduction xxi

    Chapter 1 The 3ds Max Interface 1

    Navigating the Workspace 1

    User-Interface Elements 1

    Viewports 4

    ViewCube 6

    Mouse Buttons 6

    Quad Menus 7

    Displaying Objects in a Viewport 8

    Viewport Navigation 10

    Transforming Objects Using Gizmos 11

    Graphite Modeling Tools Set 13

    Command Panel 14

    Object Parameters and Values 14

    Modifier Stack 15

    Objects and Sub-Objects 15

    Time Slider and Track Bar 16

    File Management 16

    Setting a Project 16

    Version Up! 18

    Now You Know 18

    Chapter 2 Your First 3ds Max Project 19

    Setting Up a Project Workflow 19

    Exercise 2.1: Setting Up a Project 20

    The Secret to Accurate Modeling: Reference Material! 20

    Exercise 2.2: Setting Up the Modeling Reference 21

    Building a Simple Model 24

    Exercise 2.3: Starting with a Primitive 24

    Exercise 2.4: Modeling in Sub-Object Mode 25

    Exercise 2.5: Bringing on the Bevel 29

    Exercise 2.6: Chamfering Time 32

    Creating Details Using Splines 38

    Exercise 2.7: Building the Handle 38

    Lathing, Extruding, and Beveling to Create 3D from 2D 45

    Exercise 2.8: Lathing to Make a Whole 45

    Exercise 2.9: Creating the Clock Numbers and Hands 48

    Bringing It All Together 54

    Exercise 2.10: Using Merge 54

    Now You Know 56

    Chapter 3 Modeling in 3ds Max: Architectural Model Part I 57

    Setting Up the Scene 58

    Exercise 3.1: Setting Up Units 58

    Exercise 3.2: Importing a CAD Drawing 59

    Building the Room 63

    Exercise 3.3: Creating the Walls 63

    Exercise 3.4: Creating the Doors 66

    Exercise 3.5: Creating the Window 69

    Exercise 3.6: Adding a Floor and a Ceiling 71

    Adding Special Details to the Room 74

    Exercise 3.7: Creating Baseboard Moldings 75

    Now You Know 82

    Chapter 4 Modeling in 3ds Max: Architectural Model Part II 83

    Modeling the Couch 83

    Exercise 4.1: Blocking Out the Couch Model 84

    Exercise 4.2: Using NURMS to Add Softness 86

    Exercise 4.3: Building Detail on the Couch Model 89

    Exercise 4.4: Creating the Chaise Lounge 92

    Exercise 4.5: Modeling the Couch Feet 95

    Modeling the Lounge Chair 97

    Exercise 4.6: Creating Image Planes 98

    Exercise 4.7: Adding the Images 99

    Exercise 4.8: Building the Splines for the Chair Frame 100

    Exercise 4.9: Building the Chair Cushion 106

    Exercise 4.10: Creating the Chair’s Base 108

    Bringing It All Together 113

    Now You Know 115

    Chapter 5 Introduction to Animation 117

    Animating the Ball 118

    Exercise 5.1: Setting Keyframes 118

    Exercise 5.2: Copying Keyframes 120

    Exercise 5.3: Using the Track View - Curve Editor 121

    Reading Animation Curves 124

    Refining the Animation 126

    Exercise 5.4: Editing Animation Curves 127

    Exercise 5.5: Squash and Stretch 129

    Exercise 5.6: Setting the Timing 131

    Exercise 5.7: Moving the Ball Forward 132

    Exercise 5.8: Using the XForm Modifier 135

    Exercise 5.9: Animating the XForm Modifier 136

    Exercise 5.10: Correcting the Rotation 137

    Now You Know 138

    Chapter 6 Animation Principles 139

    Anticipation and Momentum in Knife Throwing 139

    Exercise 6.1: Blocking Out the Animation 139

    Exercise 6.2: Working with Trajectories 142

    Exercise 6.3: Adding Rotation 144

    Exercise 6.4: Adding Anticipation 146

    Exercise 6.5: Following Through 148

    Exercise 6.6: Transferring Momentum to the Target 149

    Now You Know 152

    Chapter 7 Character Modeling Part I 153

    Setting Up the Scene 153

    Exercise 7.1: Creating the Image Planes 154

    Exercise 7.2: Adding the Images to the Planes 155

    Blocking Out the Alien Model 156

    Exercise 7.3: Forming the Torso 157

    Exercise 7.4: Creating Symmetry 161

    Exercise 7.5: Blocking Out the Arms 162

    Exercise 7.6: Blocking Out the Leg 167

    Exercise 7.7: Refining the Body 172

    Exercise 7.8: Building the Neck 179

    Now You Know 184

    Chapter 8 Character Modeling Part II 185

    Creating the Alien Head 185

    Exercise 8.1: Blocking Out the Head 185

    Exercise 8.2: Building the Nose and Eye 188

    Building the Alien Hand 194

    Exercise 8.3: Building the Palm of the Hand 194

    Exercise 8.4: Beveling the Fingers 196

    Building the Foot 203

    Exercise 8.5: Blocking Out the Foot 203

    Exercise 8.6: Beveling the Toes 205

    Completing the Alien 208

    Exercise 8.7: Attaching to the Body 208

    Exercise 8.8: Using Symmetry 214

    Exercise 8.9: Finishing the Head 215

    Now You Know 220

    Chapter 9 Introduction to Materials 221

    Navigating the Slate Material Editor 221

    Identifying the Standard Material 223

    Standard Materials 223

    Identifying the mental ray Material 224

    Identifying Shaders 224

    Building Materials for the Couch 225

    Exercise 9.1: Creating a Standard Material 225

    Exercise 9.2: Applying the Material to the Couch 226

    Exercise 9.3: Adding a Bitmap 228

    Exercise 9.4: Mapping Coordinates 230

    Exercise 9.5: Adding Materials to the Feet 232

    Exercise 9.6: Applying a Bump Map 234

    Building Materials for the Lounge Chair 236

    Exercise 9.7: Creating a Leather Material for the Chair Cushion 236

    Exercise 9.8: Creating a Reflective Material 238

    Building Materials for the Window 241

    Exercise 9.9: Creating a Multi/Sub-Object Material 242

    Now You Know 247

    Chapter 10 Textures and UV Workflow: The Alien 249

    Defining UVs on the Alien’s Body 250

    Exercise 10.1: Seaming the Alien’s Body 250

    Unwrapping UVs on the Alien’s Body 256

    Exercise 10.2: Unwrapping the Alien’s Arm 257

    Exercise 10.3: Unwrapping the Alien’s Body 261

    Exercise 10.4: Arranging the Alien’s UVs 263

    Building and Applying Material to the Alien 266

    Exercise 10.5: Applying the Color Map 266

    Exercise 10.6: Applying the Bump Map 267

    Exercise 10.7: Applying the Specular Map 269

    Now You Know 271

    Chapter 11 Character Studio: Rigging 273

    Character Studio Workflow 273

    General Workflow 274

    Associating a Biped with the Alien Model 276

    Exercise 11.1: Creating and Modifying the Biped 276

    Exercise 11.2: Adjusting the Torso and Arms 283

    Exercise 11.3: Adjusting the Neck and Head 285

    Skinning the Alien Model 287

    Exercise 11.4: Applying the Skin Modifier 288

    Exercise 11.5: Testing the Model 288

    Exercise 11.6: Tweaking the Skin Modifier 290

    Exercise 11.7: Testing the Alien Model Rig 294

    Exercise 11.8: Controlling the View 296

    Now You Know 298

    Chapter 12 Character Studio: Animation 299

    Animating the Alien 299

    Exercise 12.1: Adding a Run-and-Jump Sequence 300

    Freeform Animation 302

    Exercise 12.2: Moving the Head 302

    Exercise 12.3: Moving the Arms 305

    Exercise 12.4: Completing the Motion Sequence 307

    Modifying Animation in the Dope Sheet 308

    Exercise 12.5: Adding Footsteps Manually 308

    Exercise 10.6: Using the Dope Sheet 309

    Now You Know 314

    Chapter 13 Introduction to Lighting: Interior Lighting 315

    Recognizing 3ds Max Lights 315

    Standard Lights 316

    Target Spotlight 316

    Target Direct Light 318

    Free Spot or Free Direct Light 319

    Omni Light 320

    Lighting a Still Life 321

    Exercise 13.1: Setting Up the Basic Lights for the Scene 322

    Exercise 13.2: Adding Shadows 325

    Exercise 13.3: Adding a Fill Light 326

    Exercise 13.4: Setting Up the Fill Light Attenuation 328

    Selecting a Shadow Type 330

    Atmospherics and Effects 332

    Exercise 13.5: Creating a Volume Light 332

    Volume Light Parameters 337

    The Light Lister 338

    Now You Know 339

    Chapter 14 3ds Max Rendering 341

    Navigating the Render Setup Dialog 341

    Common Tab 342

    Choosing a Filename 343

    Rendered Frame Window 344

    Render Processing 344

    Assign Renderer 345

    Rendering a Scene 346

    Exercise 14.1: Rendering the Bouncing Ball 346

    Working with Cameras 348

    Exercise 14.2: Creating a Camera 350

    Exercise 14.3: Animating a Camera 352

    Exercise 14.4: Clarifying Safe Frames 354

    Raytraced Reflections and Refractions 356

    Exercise 14.5: Creating Reflections with Raytrace Material 357

    Exercise 14.6: Raytrace Mapping 359

    Exercise 14.7: Using the Raytrace Material to Create Refractions 360

    Exercise 14.8: Using Raytrace Mapping to Create Refractions 363

    Rendering the Interior and Furniture 365

    Exercise 14.9: Adding Raytraced Reflections 365

    Exercise 14.10: Outputting the Render 367

    Now You Know 368

    Chapter 15 mental ray 369

    Navigating the mental ray Renderer 369

    Exercise 15.1: Enabling the mental ray Renderer 369

    mental ray Sampling Quality 370

    Navigating the Final Gather Parameters 372

    Basic Group 373

    Advanced Group 374

    The mental ray Rendered Frame Window 375

    Navigating mental ray Materials 376

    Exercise 15.2: Setting Up the Material Editor 376

    Exercise 15.3: Using Arch & Design Material Templates 377

    Exercise 15.4: Creating Arch & Design Materials 381

    Exercise 15.5: Using the Multi/Sub-Object Material and Arch & Design 383

    Using Photometric Lights with mental ray 385

    Exercise 15.6: Using Photometric Lights in mental ray Renderings 385

    Using the Daylight System 391

    Exercise 15.7: Using the Daylight System in mental ray Renderings 391

    Now You Know 396

    Appendix Autodesk 3ds Max Certification 397

    Index 401

Autodesk 3ds Max 2016 Essentials

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    RRP £38.99 – you save £3.90 (10%)

    Order before 4pm today for delivery by Sat 1 Aug 2026.

    A Paperback / softback by Dariush Derakhshani, Randi L. Derakhshani

    Out of stock

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      View other formats and editions of Autodesk 3ds Max 2016 Essentials by Dariush Derakhshani

      Publisher: John Wiley & Sons Inc
      Publication Date: Publication Date: 23/10/2015
      ISBN13: 9781119059769, 978-1119059769
      ISBN10: 1119059763

      Description

      Book Synopsis
      Start animating right away with this tutorial-based guide to Autodesk 3ds Max 2016

      Autodesk 3ds Max 2016 Essentials is your perfect hands-on guide to start animating quickly. Using approachable, real-world exercises, you''ll master the fundamentals of this leading animation software by following full-color screen shots step by step. Each chapter opens with a quick discussion of concepts and learning objectives, and then launches into hands-on tutorials that give you firsthand experience and a good start on preparing for the 3ds Max certification exam. You''ll learn the basics of modeling, texturing, animating, and visual effects as you create a retro-style alarm clock, animate a thrown knife, model a chair, and more. Whether you''re a complete beginner or migrating from another 3D application, this task-based book provides the solid grounding you need in Autodesk 3ds Max 2016.

      • Model your character with polygons, meshes, and more
      • Add motion with si

        Table of Contents
        Introduction xxi

        Chapter 1 The 3ds Max Interface 1

        Navigating the Workspace 1

        User-Interface Elements 1

        Viewports 4

        ViewCube 6

        Mouse Buttons 6

        Quad Menus 7

        Displaying Objects in a Viewport 8

        Viewport Navigation 10

        Transforming Objects Using Gizmos 11

        Graphite Modeling Tools Set 13

        Command Panel 14

        Object Parameters and Values 14

        Modifier Stack 15

        Objects and Sub-Objects 15

        Time Slider and Track Bar 16

        File Management 16

        Setting a Project 16

        Version Up! 18

        Now You Know 18

        Chapter 2 Your First 3ds Max Project 19

        Setting Up a Project Workflow 19

        Exercise 2.1: Setting Up a Project 20

        The Secret to Accurate Modeling: Reference Material! 20

        Exercise 2.2: Setting Up the Modeling Reference 21

        Building a Simple Model 24

        Exercise 2.3: Starting with a Primitive 24

        Exercise 2.4: Modeling in Sub-Object Mode 25

        Exercise 2.5: Bringing on the Bevel 29

        Exercise 2.6: Chamfering Time 32

        Creating Details Using Splines 38

        Exercise 2.7: Building the Handle 38

        Lathing, Extruding, and Beveling to Create 3D from 2D 45

        Exercise 2.8: Lathing to Make a Whole 45

        Exercise 2.9: Creating the Clock Numbers and Hands 48

        Bringing It All Together 54

        Exercise 2.10: Using Merge 54

        Now You Know 56

        Chapter 3 Modeling in 3ds Max: Architectural Model Part I 57

        Setting Up the Scene 58

        Exercise 3.1: Setting Up Units 58

        Exercise 3.2: Importing a CAD Drawing 59

        Building the Room 63

        Exercise 3.3: Creating the Walls 63

        Exercise 3.4: Creating the Doors 66

        Exercise 3.5: Creating the Window 69

        Exercise 3.6: Adding a Floor and a Ceiling 71

        Adding Special Details to the Room 74

        Exercise 3.7: Creating Baseboard Moldings 75

        Now You Know 82

        Chapter 4 Modeling in 3ds Max: Architectural Model Part II 83

        Modeling the Couch 83

        Exercise 4.1: Blocking Out the Couch Model 84

        Exercise 4.2: Using NURMS to Add Softness 86

        Exercise 4.3: Building Detail on the Couch Model 89

        Exercise 4.4: Creating the Chaise Lounge 92

        Exercise 4.5: Modeling the Couch Feet 95

        Modeling the Lounge Chair 97

        Exercise 4.6: Creating Image Planes 98

        Exercise 4.7: Adding the Images 99

        Exercise 4.8: Building the Splines for the Chair Frame 100

        Exercise 4.9: Building the Chair Cushion 106

        Exercise 4.10: Creating the Chair’s Base 108

        Bringing It All Together 113

        Now You Know 115

        Chapter 5 Introduction to Animation 117

        Animating the Ball 118

        Exercise 5.1: Setting Keyframes 118

        Exercise 5.2: Copying Keyframes 120

        Exercise 5.3: Using the Track View - Curve Editor 121

        Reading Animation Curves 124

        Refining the Animation 126

        Exercise 5.4: Editing Animation Curves 127

        Exercise 5.5: Squash and Stretch 129

        Exercise 5.6: Setting the Timing 131

        Exercise 5.7: Moving the Ball Forward 132

        Exercise 5.8: Using the XForm Modifier 135

        Exercise 5.9: Animating the XForm Modifier 136

        Exercise 5.10: Correcting the Rotation 137

        Now You Know 138

        Chapter 6 Animation Principles 139

        Anticipation and Momentum in Knife Throwing 139

        Exercise 6.1: Blocking Out the Animation 139

        Exercise 6.2: Working with Trajectories 142

        Exercise 6.3: Adding Rotation 144

        Exercise 6.4: Adding Anticipation 146

        Exercise 6.5: Following Through 148

        Exercise 6.6: Transferring Momentum to the Target 149

        Now You Know 152

        Chapter 7 Character Modeling Part I 153

        Setting Up the Scene 153

        Exercise 7.1: Creating the Image Planes 154

        Exercise 7.2: Adding the Images to the Planes 155

        Blocking Out the Alien Model 156

        Exercise 7.3: Forming the Torso 157

        Exercise 7.4: Creating Symmetry 161

        Exercise 7.5: Blocking Out the Arms 162

        Exercise 7.6: Blocking Out the Leg 167

        Exercise 7.7: Refining the Body 172

        Exercise 7.8: Building the Neck 179

        Now You Know 184

        Chapter 8 Character Modeling Part II 185

        Creating the Alien Head 185

        Exercise 8.1: Blocking Out the Head 185

        Exercise 8.2: Building the Nose and Eye 188

        Building the Alien Hand 194

        Exercise 8.3: Building the Palm of the Hand 194

        Exercise 8.4: Beveling the Fingers 196

        Building the Foot 203

        Exercise 8.5: Blocking Out the Foot 203

        Exercise 8.6: Beveling the Toes 205

        Completing the Alien 208

        Exercise 8.7: Attaching to the Body 208

        Exercise 8.8: Using Symmetry 214

        Exercise 8.9: Finishing the Head 215

        Now You Know 220

        Chapter 9 Introduction to Materials 221

        Navigating the Slate Material Editor 221

        Identifying the Standard Material 223

        Standard Materials 223

        Identifying the mental ray Material 224

        Identifying Shaders 224

        Building Materials for the Couch 225

        Exercise 9.1: Creating a Standard Material 225

        Exercise 9.2: Applying the Material to the Couch 226

        Exercise 9.3: Adding a Bitmap 228

        Exercise 9.4: Mapping Coordinates 230

        Exercise 9.5: Adding Materials to the Feet 232

        Exercise 9.6: Applying a Bump Map 234

        Building Materials for the Lounge Chair 236

        Exercise 9.7: Creating a Leather Material for the Chair Cushion 236

        Exercise 9.8: Creating a Reflective Material 238

        Building Materials for the Window 241

        Exercise 9.9: Creating a Multi/Sub-Object Material 242

        Now You Know 247

        Chapter 10 Textures and UV Workflow: The Alien 249

        Defining UVs on the Alien’s Body 250

        Exercise 10.1: Seaming the Alien’s Body 250

        Unwrapping UVs on the Alien’s Body 256

        Exercise 10.2: Unwrapping the Alien’s Arm 257

        Exercise 10.3: Unwrapping the Alien’s Body 261

        Exercise 10.4: Arranging the Alien’s UVs 263

        Building and Applying Material to the Alien 266

        Exercise 10.5: Applying the Color Map 266

        Exercise 10.6: Applying the Bump Map 267

        Exercise 10.7: Applying the Specular Map 269

        Now You Know 271

        Chapter 11 Character Studio: Rigging 273

        Character Studio Workflow 273

        General Workflow 274

        Associating a Biped with the Alien Model 276

        Exercise 11.1: Creating and Modifying the Biped 276

        Exercise 11.2: Adjusting the Torso and Arms 283

        Exercise 11.3: Adjusting the Neck and Head 285

        Skinning the Alien Model 287

        Exercise 11.4: Applying the Skin Modifier 288

        Exercise 11.5: Testing the Model 288

        Exercise 11.6: Tweaking the Skin Modifier 290

        Exercise 11.7: Testing the Alien Model Rig 294

        Exercise 11.8: Controlling the View 296

        Now You Know 298

        Chapter 12 Character Studio: Animation 299

        Animating the Alien 299

        Exercise 12.1: Adding a Run-and-Jump Sequence 300

        Freeform Animation 302

        Exercise 12.2: Moving the Head 302

        Exercise 12.3: Moving the Arms 305

        Exercise 12.4: Completing the Motion Sequence 307

        Modifying Animation in the Dope Sheet 308

        Exercise 12.5: Adding Footsteps Manually 308

        Exercise 10.6: Using the Dope Sheet 309

        Now You Know 314

        Chapter 13 Introduction to Lighting: Interior Lighting 315

        Recognizing 3ds Max Lights 315

        Standard Lights 316

        Target Spotlight 316

        Target Direct Light 318

        Free Spot or Free Direct Light 319

        Omni Light 320

        Lighting a Still Life 321

        Exercise 13.1: Setting Up the Basic Lights for the Scene 322

        Exercise 13.2: Adding Shadows 325

        Exercise 13.3: Adding a Fill Light 326

        Exercise 13.4: Setting Up the Fill Light Attenuation 328

        Selecting a Shadow Type 330

        Atmospherics and Effects 332

        Exercise 13.5: Creating a Volume Light 332

        Volume Light Parameters 337

        The Light Lister 338

        Now You Know 339

        Chapter 14 3ds Max Rendering 341

        Navigating the Render Setup Dialog 341

        Common Tab 342

        Choosing a Filename 343

        Rendered Frame Window 344

        Render Processing 344

        Assign Renderer 345

        Rendering a Scene 346

        Exercise 14.1: Rendering the Bouncing Ball 346

        Working with Cameras 348

        Exercise 14.2: Creating a Camera 350

        Exercise 14.3: Animating a Camera 352

        Exercise 14.4: Clarifying Safe Frames 354

        Raytraced Reflections and Refractions 356

        Exercise 14.5: Creating Reflections with Raytrace Material 357

        Exercise 14.6: Raytrace Mapping 359

        Exercise 14.7: Using the Raytrace Material to Create Refractions 360

        Exercise 14.8: Using Raytrace Mapping to Create Refractions 363

        Rendering the Interior and Furniture 365

        Exercise 14.9: Adding Raytraced Reflections 365

        Exercise 14.10: Outputting the Render 367

        Now You Know 368

        Chapter 15 mental ray 369

        Navigating the mental ray Renderer 369

        Exercise 15.1: Enabling the mental ray Renderer 369

        mental ray Sampling Quality 370

        Navigating the Final Gather Parameters 372

        Basic Group 373

        Advanced Group 374

        The mental ray Rendered Frame Window 375

        Navigating mental ray Materials 376

        Exercise 15.2: Setting Up the Material Editor 376

        Exercise 15.3: Using Arch & Design Material Templates 377

        Exercise 15.4: Creating Arch & Design Materials 381

        Exercise 15.5: Using the Multi/Sub-Object Material and Arch & Design 383

        Using Photometric Lights with mental ray 385

        Exercise 15.6: Using Photometric Lights in mental ray Renderings 385

        Using the Daylight System 391

        Exercise 15.7: Using the Daylight System in mental ray Renderings 391

        Now You Know 396

        Appendix Autodesk 3ds Max Certification 397

        Index 401

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