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1. |
Record Nr. |
UNISA996393754303316 |
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Titolo |
Severall proposalls from his excellency Sr Tho. Fairfax: and the general councel of the armie [[electronic resource] ] : Shewing their humble desires in those things which concerns them as souldiers. Together with a letter, tendered to the Lords and Commons Commissioners of Parliament, residing with the army. To bee by them humbly represented to both Houses of Parliament. By the appointment of his excellency Sr Thomas Fairfax, and the generall councel of the army. Signed John Rushworth, secretary. Putney the 22. of Septemb. 1647 |
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Pubbl/distr/stampa |
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London, : printed by James and Joseph Moxon. for John Pounset, at the signe of the Hand and Bible, at the lower end of Budg-row, neer Dowgate, 1647 |
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Descrizione fisica |
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Altri autori (Persone) |
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FairfaxThomas Fairfax, Baron, <1612-1671.> |
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Soggetti |
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Great Britain History Civil War, 1642-1649 Early works to 1800 |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Wing spells the second word of the title "proposals". |
Reproduction of original in the Folger Shakespeare Library. |
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Sommario/riassunto |
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2. |
Record Nr. |
UNINA9911089393003321 |
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Autore |
Mooney Thomas (Lecturer in design) |
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Titolo |
3ds Max speed modeling for 3D artists / / Thomas Mooney |
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Pubbl/distr/stampa |
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Birmingham, [Eng.], : Packt Publishing, 2012 |
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ISBN |
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9781283739115 |
1283739119 |
9781849692373 |
1849692378 |
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Edizione |
[1st ed.] |
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Descrizione fisica |
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1 online resource (422 p.) |
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Collana |
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Community experience distilled |
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Disciplina |
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Soggetti |
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Computer animation |
Computer graphics |
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Lingua di pubblicazione |
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Formato |
Materiale a stampa |
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Livello bibliografico |
Monografia |
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Note generali |
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Nota di contenuto |
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Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: First Launch: Getting to Know 3ds Max; Quick start: Jump into making models; Getting to know the User Interface; Default and custom UI schemes; Switching UI presets; Making changes to hotkeys; Customizing the Quad menu; Making changes to the view layout; Deciding on the best view navigation; Pan, Orbit, and Zoom; Navigation with the ViewCube; Making adjustments to the ViewCube display; Navigation with the Steering Wheel; Using the Steering Wheel |
Displaying your model for modelingModel display; Setting scene units; Searching for content in the scene; Creating your own selection sets with Named Selections; Common changes to 3ds Max default preferences; Determining the hardware shading settings to use; Summary; Chapter 2: Model Shakedown: Make 3ds Max Work for you; Setting filters in the Display panel; Display panel filters; Hiding and freezing objects; Display Properties; Object Properties - Show Frozen in Gray; Freezing objects via Object Properties; Object Properties - Animation trajectories; Toggle trajectory |
Object Properties - Render propertiesDisabling shadow casting; Moving |
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and rotating objects using pivot controls; Pivots; Local, Screen, and Pick spaces; Changing the axis direction of the gizmo; Cloning objects: Instances, References, and Snapshots; Adjusting Instances; Capturing a Snapshot; Adjusting modifiers in the viewport; Assigning a single Turbosmooth to all your models; Selecting objects that have a certain modifier; Setting different modifier attributes for views and rendering; Organizing a scene using Groups; Group functionality; Importing models |
Using a template scene including lighting, turntable camera, and render settingsNVIDIA iray ActiveShade rendering; Summary; Chapter 3: The Base Model - A Solid Foundation in Polygon Modeling; Introducing the project; Adding image reference; Viewport image planes; Forming the base model; Quad menu's editable poly tools; Setting values with the Autodesk style caddy; Fitting the model to the artwork; Generating round forms from quad-based geometry; Detaching and attaching parts of a model; A preview of a sculpting workflow; Summary; Chapter 4: Mod my Ride: Extending upon a Base Model |
Marking Poly LoopsSoft modeling; Soft modeling with Soft Selection; Soft modeling with the Shift brush; Soft modeling with Free-Form Deformations; Relaxation techniques; Using Poly Select to apply modifiers to Sub-Object selections; Generating shapes from edge selections; The Lathe modifier process; Shape construction and interpolation; Comparing the Sweep modifier with the Loft object; Smoothing Groups; Generating model forms using Cloth; Setting up the Cloth modifier parameters; Summary; Chapter 5: The Language of Machines: Designing and Building Model Components |
A visual language for science fiction machinery |
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Sommario/riassunto |
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Step by step illustrated tutorials are supported by a focused commentary. The examples are designed to proceed from starting to model through model finishing to putting models to work within projects and presentation. The book shows both - the entire flow of asset creation and granular methodology. This book will appeal to anyone interested in 3D modeling who wants to improve their speed modeling ability, particularly artists whose work is relevant to industries where hard surface modeling or model prototyping is required, such as games, films, or visualization. |
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