3ds Max at a glance [[electronic resource] /] / George Maestri |
Autore | Maestri George <1960-> |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., c2008 |
Descrizione fisica | 1 online resource (242 p.) |
Disciplina | 006.6/96 |
Collana | Serious skills |
Soggetto topico |
Computer animation
Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN |
1-281-28477-7
9786611284770 0-470-26075-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
3ds Max at a Glance; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: Introduction to 3ds Max; Understanding the 3ds Max Interface; Selecting Objects; Transforming Objects; Managing Objects; Scene Explorer; Chapter 2: Modeling; Understanding Geometry Types; Creating Geometry; Using Modifiers; Using Splines; Polygonal Modeling; Using Subdivision Surfaces; Creating Compound Objects; Polygonal Modeling an Alien Character; Spline Modeling a Spaceship; Chapter 3: Creating Textures; Working with Materials; Creating and Editing Materials; Using Maps
Types of MapsPolygonal Modeling an Alien Character; Chapter 4: Lighting; Lighting Makes the Image; Creating Lights; Creating Shadows; Creating Lighting Effects; Setting Light Exclusion; Lighting a Scene; Chapter 5: Rendering; Renderers; Object Properties; Cameras; Scanline Renderer; Environment And Effects Panel; mental ray Renderer; Render Elements; Backburner; Rendering Caustics by Using mental ray; Rendering Global Illumination by Using mental ray; Chapter 6: Character Deformations and Rigging; Bones; Inverse Kinematics; Constraints; Skinning; Morphing; Wiring Parameters Creating a SkeletonSkinning a Character; Chapter 7: Animation; Creating Animation; Using Controllers; Creating Keys; Using the Motion Panel; Using Track View; Parameter Collector; Animation Layers; Creating a Walk Cycle; Chapter 8: Character Studio; Biped; Modifying a Biped; Manipulating a Biped; Footstep Animation; Motion Mixer; Physique; Animating a Biped; Chapter 9: Special Effects; Particle Systems; Particle Flow; Reactor; Simulating Collisions; Chapter 10: Hair and Cloth; Hair and Fur; Cloth; Creating Hair; About the Companion CD; Index |
Record Nr. | UNINA-9910450953403321 |
Maestri George <1960-> | ||
Indianapolis, Ind., : Wiley Pub., c2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
3ds Max at a glance [[electronic resource] /] / George Maestri |
Autore | Maestri George <1960-> |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., c2008 |
Descrizione fisica | 1 online resource (242 p.) |
Disciplina | 006.6/96 |
Collana | Serious skills |
Soggetto topico |
Computer animation
Computer graphics |
ISBN |
1-281-28477-7
9786611284770 0-470-26075-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
3ds Max at a Glance; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: Introduction to 3ds Max; Understanding the 3ds Max Interface; Selecting Objects; Transforming Objects; Managing Objects; Scene Explorer; Chapter 2: Modeling; Understanding Geometry Types; Creating Geometry; Using Modifiers; Using Splines; Polygonal Modeling; Using Subdivision Surfaces; Creating Compound Objects; Polygonal Modeling an Alien Character; Spline Modeling a Spaceship; Chapter 3: Creating Textures; Working with Materials; Creating and Editing Materials; Using Maps
Types of MapsPolygonal Modeling an Alien Character; Chapter 4: Lighting; Lighting Makes the Image; Creating Lights; Creating Shadows; Creating Lighting Effects; Setting Light Exclusion; Lighting a Scene; Chapter 5: Rendering; Renderers; Object Properties; Cameras; Scanline Renderer; Environment And Effects Panel; mental ray Renderer; Render Elements; Backburner; Rendering Caustics by Using mental ray; Rendering Global Illumination by Using mental ray; Chapter 6: Character Deformations and Rigging; Bones; Inverse Kinematics; Constraints; Skinning; Morphing; Wiring Parameters Creating a SkeletonSkinning a Character; Chapter 7: Animation; Creating Animation; Using Controllers; Creating Keys; Using the Motion Panel; Using Track View; Parameter Collector; Animation Layers; Creating a Walk Cycle; Chapter 8: Character Studio; Biped; Modifying a Biped; Manipulating a Biped; Footstep Animation; Motion Mixer; Physique; Animating a Biped; Chapter 9: Special Effects; Particle Systems; Particle Flow; Reactor; Simulating Collisions; Chapter 10: Hair and Cloth; Hair and Fur; Cloth; Creating Hair; About the Companion CD; Index |
Record Nr. | UNINA-9910785078303321 |
Maestri George <1960-> | ||
Indianapolis, Ind., : Wiley Pub., c2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
3ds Max at a glance / / George Maestri |
Autore | Maestri George <1960-> |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Indianapolis, Ind., : Wiley Pub., c2008 |
Descrizione fisica | 1 online resource (242 p.) |
Disciplina | 006.6/96 |
Collana | Serious skills |
Soggetto topico |
Computer animation
Computer graphics |
ISBN |
1-281-28477-7
9786611284770 0-470-26075-0 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
3ds Max at a Glance; Acknowledgments; About the Author; Contents at a Glance; Contents; Introduction; Chapter 1: Introduction to 3ds Max; Understanding the 3ds Max Interface; Selecting Objects; Transforming Objects; Managing Objects; Scene Explorer; Chapter 2: Modeling; Understanding Geometry Types; Creating Geometry; Using Modifiers; Using Splines; Polygonal Modeling; Using Subdivision Surfaces; Creating Compound Objects; Polygonal Modeling an Alien Character; Spline Modeling a Spaceship; Chapter 3: Creating Textures; Working with Materials; Creating and Editing Materials; Using Maps
Types of MapsPolygonal Modeling an Alien Character; Chapter 4: Lighting; Lighting Makes the Image; Creating Lights; Creating Shadows; Creating Lighting Effects; Setting Light Exclusion; Lighting a Scene; Chapter 5: Rendering; Renderers; Object Properties; Cameras; Scanline Renderer; Environment And Effects Panel; mental ray Renderer; Render Elements; Backburner; Rendering Caustics by Using mental ray; Rendering Global Illumination by Using mental ray; Chapter 6: Character Deformations and Rigging; Bones; Inverse Kinematics; Constraints; Skinning; Morphing; Wiring Parameters Creating a SkeletonSkinning a Character; Chapter 7: Animation; Creating Animation; Using Controllers; Creating Keys; Using the Motion Panel; Using Track View; Parameter Collector; Animation Layers; Creating a Walk Cycle; Chapter 8: Character Studio; Biped; Modifying a Biped; Manipulating a Biped; Footstep Animation; Motion Mixer; Physique; Animating a Biped; Chapter 9: Special Effects; Particle Systems; Particle Flow; Reactor; Simulating Collisions; Chapter 10: Hair and Cloth; Hair and Fur; Cloth; Creating Hair; About the Companion CD; Index |
Record Nr. | UNINA-9910828776303321 |
Maestri George <1960-> | ||
Indianapolis, Ind., : Wiley Pub., c2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|