3ds max 4 Workshop

3ds max 4 Workshop

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Description

The book teaches skills and techniques in a way that not only provides an understanding of MAX X and its functionality but also how to apply those tools to a normal work environment by using a single, comprehensive project. Each chapter contains a section that provides an explanation of the tools, features and techniques being used, some sample exercises for reinforcement, and some of the artistic insight behind the process. The chapter concludes with the "workshop" section, which walks the reader through a series of step-by-step tutorials that culminate into a final, working project by the end of the book. The tear card, color section, tips, notes and sidebars are filled with expert advice and supplemental information and together with the chapter material provide the reader with an invaluable resource that they can return to time and again.
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Product details

  • Mixed media product | 544 pages
  • 186.2 x 229.4 x 23.9mm | 907.2g
  • Que Corporation,U.S.
  • United States
  • English
  • 0789725460
  • 9780789725462

Table of contents

(NOTE: Each chapter concludes with Next Steps.)Introduction. 1. Navigating the Max 4 Interface. 3ds Max 4 Interface Overview. Workflow and Productivity in Max. Workshop: Area 51: Project Overview.2. Virtual Viz: The Art of Pre-Production for Digital Content Creation. Introduction to the DCC Pre-Production Process. Introduction to Pre-Visualization. Introduction to Scene Composition-Elements and Principles60. Max Workshop: Creating the Animatic.3. Giving Form to Feeling: The Art of Modeling. Modeling Basics: Principles and Practice. Introduction to Polygon Modeling.4. Visual Touch: The Art of Material and Texture Development. Introduction to Material Development. Material Editor Basics. Max Workshop-Sc-01 Continued.5. Photon Paint: The Art of Lighting. Introduction to Lighting Theory, Principles, and Practice. Lighting Basics. Workshop: Completing Sc-01.6. Machines in Motion: Modeling and Kinematics. Sc-02-Setting the Stage. Introduction to Organic Form: Concepts and Elements. Introduction to MeshSmooth: Digital Clay. How the Sc-02 Models Were Made268. Max Workshop-Introduction to Kinematics.7. Character Design and Animation Principles and Process Overview. Creating Effective Characters-The Frankenstein Principles at Work. Sharpen the Saw-Process, Tutorials, and Customizing the Quad Menus. Character Animation Setup Overview. Max Workshop-Assembling Sc-03.8. Trompe L'oeil: The Art of Visual Effects. Special Effects Guiding Concepts. Introduction to High Voltage: Creating Electrical Arcs.9. The Creative Sword: The Art of Post-Production in 3ds Max. Post-Production Tools and 3ds Max. Area51.avi Post Production Preparation and Principle. Introduction to Onscreen Graphics Completing Sc-00 and Sc-06407. Max Workshop-Area51.avi Final Cut.A. 3ds Max 4 Installation and Setup. Your Computer and 3ds Max. 3ds Max 4 System Requirements.3ds Max 4 Installation. Registering and Authorizing 3ds Max.B. Dr. D's Essential Guide to Standard Material Component Maps. Material Component Map Basics.C. What's on the CD-ROM. Max Workshop File Structure. Third-Party Software. Supplemental Help Files.Index. On the CD ROM. D. How to Make the Cooling Tower Interior. Modifying Existing Model Assets for Re-Use.E. How MeshSmooth Works. Surface Development Using the MeshSmooth Modifier. MeshSmooth Modifier Rollouts.F. The Principles of Animation. Animation Principles in Practice-The Bouncing Ball. Elastic Reality: Squash and Stretch. Easing Transitional Action: Slow In and Slow Out. Anticipation: Getting Ready to Move. Additional Animation Principles. The Natural Way of Things: Using Arcs.G. Using Lens Effects. Particles, SpaceWarps, and Deflectors. MAX Workshop: Visual Effects. Wrapup.H. Completing Sc-02. Assembling the Set-Creating the Layer Files. Adding the Master Scene Camera. Sc-02-Creating the Individual Layer Files. Putting It All Together.I. Animating the Fireflies. J. Tear Card from 3D Studio MAX 3.0 Workshop.
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About Duane Loose

Duane Loose is an industrial designer who spent his formative years up in the prairie regions of southern Alberta. At the age of six, he saw a burning satellite reenter the earth's atmosphere over Winston Bohne's frozen duck pond. That singular experience began a lifelong obsession with science fiction, which was tolerated by his dad, who worked in the real space-exploration efforts of the '60s and '70s at Vandenberg Air Force Base in California. After he completed his college studies, Duane spent 16 years as an award-winning industrial designer and design consultant to several Fortune 100 companies. In his spare time, he drew spaceships and robots and taught undergraduate and graduate design courses at M.I.T., Rhode Island School of Design, and California State University at Long Beach. These days he keeps his hand in education as a member of the faculty advisory committee of the Industrial Design Department at Brigham Young University. They actually ask him to give his opinions about the future of computer animation and storytelling in Industrial Design. In 1994, to everyone's surprise, Duane's lifelong devotion to outer space, UFOs, extraterrestrials, and conspiracy theories was vindicated when he was hired as the Supervising Art Director for CGI/Development at Creative Capers Entertainment, Inc., a computer animation and original content development studio in Glendale, California. Duane's duties there include digital content creation, art direction, concept development and visual design, story development, and treatments for Creative Capers feature film, TV, and video game projects. It's a tough job?someone has to do it. In addition to several films currently in development, Capers's current projects in production include Michael Bedards's "Sitting Ducks"?An episodic computer-animated series coming to TV in Fall 2001. Intergalactic Bounty Hunter?A three-episode classic Sci-Fi action/adventure PC and console game for Infinite Loop, a division of Pan Interactive. First episode release is scheduled for Summer 2001. Duane is the sufficiently sane father of 12 children and stepchildren and resides with his beautiful wife, Susanne, and their family in beautiful Lake Elsinore, California, which is not close enough to Area 51.
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