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3ds max 2011 bible [[electronic resource] /] / Kelly L. Murdock
3ds max 2011 bible [[electronic resource] /] / Kelly L. Murdock
Autore Murdock Kelly
Pubbl/distr/stampa New York, NY, : Wiley Publishing, c2010
Descrizione fisica 1 online resource (1315 p.)
Disciplina 006.6/96
Collana Bible
Soggetto topico Computer animation
Computer graphics
Soggetto genere / forma Electronic books.
ISBN 1-282-70814-7
9786612708145
0-470-90217-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 3ds Max® 2011 Bible; Contents; Preface; Acknowledgments; Part I: Getting Started with 3ds Max; Quick Start: Animating a Walking Dinosaur; Walking Dinosaur-Planning the Production; Setting Up the Scene; Adding Materials and Lights; Animating the Dinosaur; Summary; Chapter 1: Exploring the Max Interface; Learning the Interface Elements; Using the Menus; Using the Toolbars; Using the Viewports; Using the Command Panel; Using the Lower Interface Bar Controls; Interacting with the Interface; Getting Help; Summary; Chapter 2: Controlling and Configuring the Viewports; Understanding 3D Space
Using the Navigation GizmosControlling Viewports with a Scroll Wheel Mouse; Using the Viewport Navigation Controls; Changing the Viewport Display; Configuring the Viewports; Working with Viewport Backgrounds; Summary; Chapter 3: Working with Files, Importing, and Exporting; Working with Max Scene Files; Setting File Preferences; Importing and Exporting; Using the File Utilities; Accessing File Information; Summary; Chapter 4: Customizing the Max Interface and Setting Preferences; Using the Customize User Interface Window; Customizing the Ribbon; Customizing Modify and Utility Panel Buttons
Working with Custom InterfacesConfiguring Paths; Selecting System Units; Setting Preferences; Summary; Part II: Working with Objects; Chapter 5: Creating and Editing Primitive Objects; Creating Primitive Objects; Exploring the Primitive Object Types; Using Architecture Primitives; Summary; Chapter 6: Selecting Objects and Setting Object Properties; Selecting Objects; Setting Object Properties; Hiding and Freezing Objects; Using Layers; Using the Scene Explorer; Summary; Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping; Translating, Rotating, and Scaling Objects
Working with the Transformation ToolsUsing Pivot Points; Using the Align Commands; Using Grids; Using Snap Options; Summary; Chapter 8: Cloning Objects and Creating Object Arrays; Cloning Objects; Understanding Cloning Options; Mirroring Objects; Cloning over Time; Spacing Cloned Objects; Using the Clone and Align Tool; Creating Arrays of Objects; Summary; Chapter 9: Grouping, Linking, and Parenting Objects; Working with Groups; Understanding Parent, Child, and Root Relationships; Building Links between Objects; Displaying Links and Hierarchies; Working with Linked Objects; Summary
Part III: Modeling BasicsChapter 10: Accessing Subobjects and Using Modeling Helpers; Exploring the Model Types; Understanding Normals; Working with Subobjects; Using Modeling Helpers; Summary; Chapter 11: Introducing Modifiers and Using the Modifier Stack; Exploring the Modifier Stack; Exploring Modifier Types; Summary; Chapter 12: Drawing and Editing 2D Splines and Shapes; Drawing in 2D; Editing Splines; Using Spline Modifiers; Summary; Chapter 13: Modeling with Polygons and Patches; Understanding Poly Objects; Creating Editable Poly Objects; Editing Poly Objects; Introducing Patch Grids
Editing Patches
Record Nr. UNINA-9910458819903321
Murdock Kelly  
New York, NY, : Wiley Publishing, c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3ds max 2011 bible [[electronic resource] /] / Kelly L. Murdock
3ds max 2011 bible [[electronic resource] /] / Kelly L. Murdock
Autore Murdock Kelly
Pubbl/distr/stampa New York, NY, : Wiley Publishing, c2010
Descrizione fisica 1 online resource (1315 p.)
Disciplina 006.6/96
Collana Bible
Soggetto topico Computer animation
Computer graphics
ISBN 1-282-70814-7
9786612708145
0-470-90217-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 3ds Max® 2011 Bible; Contents; Preface; Acknowledgments; Part I: Getting Started with 3ds Max; Quick Start: Animating a Walking Dinosaur; Walking Dinosaur-Planning the Production; Setting Up the Scene; Adding Materials and Lights; Animating the Dinosaur; Summary; Chapter 1: Exploring the Max Interface; Learning the Interface Elements; Using the Menus; Using the Toolbars; Using the Viewports; Using the Command Panel; Using the Lower Interface Bar Controls; Interacting with the Interface; Getting Help; Summary; Chapter 2: Controlling and Configuring the Viewports; Understanding 3D Space
Using the Navigation GizmosControlling Viewports with a Scroll Wheel Mouse; Using the Viewport Navigation Controls; Changing the Viewport Display; Configuring the Viewports; Working with Viewport Backgrounds; Summary; Chapter 3: Working with Files, Importing, and Exporting; Working with Max Scene Files; Setting File Preferences; Importing and Exporting; Using the File Utilities; Accessing File Information; Summary; Chapter 4: Customizing the Max Interface and Setting Preferences; Using the Customize User Interface Window; Customizing the Ribbon; Customizing Modify and Utility Panel Buttons
Working with Custom InterfacesConfiguring Paths; Selecting System Units; Setting Preferences; Summary; Part II: Working with Objects; Chapter 5: Creating and Editing Primitive Objects; Creating Primitive Objects; Exploring the Primitive Object Types; Using Architecture Primitives; Summary; Chapter 6: Selecting Objects and Setting Object Properties; Selecting Objects; Setting Object Properties; Hiding and Freezing Objects; Using Layers; Using the Scene Explorer; Summary; Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping; Translating, Rotating, and Scaling Objects
Working with the Transformation ToolsUsing Pivot Points; Using the Align Commands; Using Grids; Using Snap Options; Summary; Chapter 8: Cloning Objects and Creating Object Arrays; Cloning Objects; Understanding Cloning Options; Mirroring Objects; Cloning over Time; Spacing Cloned Objects; Using the Clone and Align Tool; Creating Arrays of Objects; Summary; Chapter 9: Grouping, Linking, and Parenting Objects; Working with Groups; Understanding Parent, Child, and Root Relationships; Building Links between Objects; Displaying Links and Hierarchies; Working with Linked Objects; Summary
Part III: Modeling BasicsChapter 10: Accessing Subobjects and Using Modeling Helpers; Exploring the Model Types; Understanding Normals; Working with Subobjects; Using Modeling Helpers; Summary; Chapter 11: Introducing Modifiers and Using the Modifier Stack; Exploring the Modifier Stack; Exploring Modifier Types; Summary; Chapter 12: Drawing and Editing 2D Splines and Shapes; Drawing in 2D; Editing Splines; Using Spline Modifiers; Summary; Chapter 13: Modeling with Polygons and Patches; Understanding Poly Objects; Creating Editable Poly Objects; Editing Poly Objects; Introducing Patch Grids
Editing Patches
Record Nr. UNINA-9910784943403321
Murdock Kelly  
New York, NY, : Wiley Publishing, c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3ds max 2011 bible / / Kelly L. Murdock
3ds max 2011 bible / / Kelly L. Murdock
Autore Murdock Kelly
Edizione [1st ed.]
Pubbl/distr/stampa New York, NY, : Wiley Publishing, c2010
Descrizione fisica 1 online resource (1315 p.)
Disciplina 006.6/96
Collana Bible
Soggetto topico Computer animation
Computer graphics
ISBN 1-282-70814-7
9786612708145
0-470-90217-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto 3ds Max® 2011 Bible; Contents; Preface; Acknowledgments; Part I: Getting Started with 3ds Max; Quick Start: Animating a Walking Dinosaur; Walking Dinosaur-Planning the Production; Setting Up the Scene; Adding Materials and Lights; Animating the Dinosaur; Summary; Chapter 1: Exploring the Max Interface; Learning the Interface Elements; Using the Menus; Using the Toolbars; Using the Viewports; Using the Command Panel; Using the Lower Interface Bar Controls; Interacting with the Interface; Getting Help; Summary; Chapter 2: Controlling and Configuring the Viewports; Understanding 3D Space
Using the Navigation GizmosControlling Viewports with a Scroll Wheel Mouse; Using the Viewport Navigation Controls; Changing the Viewport Display; Configuring the Viewports; Working with Viewport Backgrounds; Summary; Chapter 3: Working with Files, Importing, and Exporting; Working with Max Scene Files; Setting File Preferences; Importing and Exporting; Using the File Utilities; Accessing File Information; Summary; Chapter 4: Customizing the Max Interface and Setting Preferences; Using the Customize User Interface Window; Customizing the Ribbon; Customizing Modify and Utility Panel Buttons
Working with Custom InterfacesConfiguring Paths; Selecting System Units; Setting Preferences; Summary; Part II: Working with Objects; Chapter 5: Creating and Editing Primitive Objects; Creating Primitive Objects; Exploring the Primitive Object Types; Using Architecture Primitives; Summary; Chapter 6: Selecting Objects and Setting Object Properties; Selecting Objects; Setting Object Properties; Hiding and Freezing Objects; Using Layers; Using the Scene Explorer; Summary; Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping; Translating, Rotating, and Scaling Objects
Working with the Transformation ToolsUsing Pivot Points; Using the Align Commands; Using Grids; Using Snap Options; Summary; Chapter 8: Cloning Objects and Creating Object Arrays; Cloning Objects; Understanding Cloning Options; Mirroring Objects; Cloning over Time; Spacing Cloned Objects; Using the Clone and Align Tool; Creating Arrays of Objects; Summary; Chapter 9: Grouping, Linking, and Parenting Objects; Working with Groups; Understanding Parent, Child, and Root Relationships; Building Links between Objects; Displaying Links and Hierarchies; Working with Linked Objects; Summary
Part III: Modeling BasicsChapter 10: Accessing Subobjects and Using Modeling Helpers; Exploring the Model Types; Understanding Normals; Working with Subobjects; Using Modeling Helpers; Summary; Chapter 11: Introducing Modifiers and Using the Modifier Stack; Exploring the Modifier Stack; Exploring Modifier Types; Summary; Chapter 12: Drawing and Editing 2D Splines and Shapes; Drawing in 2D; Editing Splines; Using Spline Modifiers; Summary; Chapter 13: Modeling with Polygons and Patches; Understanding Poly Objects; Creating Editable Poly Objects; Editing Poly Objects; Introducing Patch Grids
Editing Patches
Record Nr. UNINA-9910825472303321
Murdock Kelly  
New York, NY, : Wiley Publishing, c2010
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3ds max 4 in depth / / Jon McFarland, Rob Polevi
3ds max 4 in depth / / Jon McFarland, Rob Polevi
Autore McFarland Jon
Pubbl/distr/stampa Scottsdale, Arizona : , : Coriolis Group Books, , 2001
Descrizione fisica 1 online resource (xxvi, 724 pages) : illustrations
Disciplina 006.6/96
Soggetto topico Computer animation
Computer graphics
Soggetto genere / forma Electronic books.
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introducing 3ds max 4 -- Using Primitives and Splines -- Selection and Transform Tools -- Managing the Display -- Working Smart -- Modeling with Modifiers -- Mesh- Level Modeling -- Compound Objects -- Patch Modeling -- NURBS Modeling -- Materials and the Material Editor -- Maps and Mapping -- Lights -- Cameras -- Rendering Tools -- Environment and Render Effects -- Animation Essentials -- Animating the Transforms -- Deforming the Geometry -- Special Animation Topics -- Using Video Post -- Keyboard Shortcuts.
Record Nr. UNINA-9910449670903321
McFarland Jon  
Scottsdale, Arizona : , : Coriolis Group Books, , 2001
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3ds max 4 in depth / / Jon McFarland, Rob Polevi
3ds max 4 in depth / / Jon McFarland, Rob Polevi
Autore McFarland Jon
Pubbl/distr/stampa Scottsdale, Arizona : , : Coriolis Group Books, , 2001
Descrizione fisica 1 online resource (xxvi, 724 pages) : illustrations
Disciplina 006.6/96
Soggetto topico Computer animation
Computer graphics
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introducing 3ds max 4 -- Using Primitives and Splines -- Selection and Transform Tools -- Managing the Display -- Working Smart -- Modeling with Modifiers -- Mesh- Level Modeling -- Compound Objects -- Patch Modeling -- NURBS Modeling -- Materials and the Material Editor -- Maps and Mapping -- Lights -- Cameras -- Rendering Tools -- Environment and Render Effects -- Animation Essentials -- Animating the Transforms -- Deforming the Geometry -- Special Animation Topics -- Using Video Post -- Keyboard Shortcuts.
Record Nr. UNINA-9910777354003321
McFarland Jon  
Scottsdale, Arizona : , : Coriolis Group Books, , 2001
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3ds max 4 in depth / / Jon McFarland, Rob Polevi
3ds max 4 in depth / / Jon McFarland, Rob Polevi
Autore McFarland Jon
Pubbl/distr/stampa Scottsdale, Arizona : , : Coriolis Group Books, , 2001
Descrizione fisica 1 online resource (xxvi, 724 pages) : illustrations
Disciplina 006.6/96
Soggetto topico Computer animation
Computer graphics
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Introducing 3ds max 4 -- Using Primitives and Splines -- Selection and Transform Tools -- Managing the Display -- Working Smart -- Modeling with Modifiers -- Mesh- Level Modeling -- Compound Objects -- Patch Modeling -- NURBS Modeling -- Materials and the Material Editor -- Maps and Mapping -- Lights -- Cameras -- Rendering Tools -- Environment and Render Effects -- Animation Essentials -- Animating the Transforms -- Deforming the Geometry -- Special Animation Topics -- Using Video Post -- Keyboard Shortcuts.
Record Nr. UNINA-9910811891503321
McFarland Jon  
Scottsdale, Arizona : , : Coriolis Group Books, , 2001
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
3ds Max at a glance [[electronic resource] /] / George Maestri
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
Opac: Controlla la disponibilità qui
3ds Max at a glance [[electronic resource] /] / George Maestri
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
Opac: Controlla la disponibilità qui
3ds Max at a glance / / George Maestri
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
Opac: Controlla la disponibilità qui
Adobe Photoshop CS6 [[electronic resource] /] / by Lynette Kent
Adobe Photoshop CS6 [[electronic resource] /] / by Lynette Kent
Autore Kent Lynette
Pubbl/distr/stampa Indianapolis, IN, : John Wiley & Sons, 2012
Descrizione fisica 1 online resource (290 p.)
Disciplina 006.6/96
006.686
006.696
Collana Top 100 Simplified Tips & Tricks
Soggetto topico Image processing - Digital techniques
Soggetto genere / forma Electronic books.
ISBN 1-280-67008-8
9786613647016
1-118-22840-5
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Photoshop® CS6: Top 100 Simplified® Tips & Tricks
Record Nr. UNINA-9910461610903321
Kent Lynette  
Indianapolis, IN, : John Wiley & Sons, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui