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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|
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 | ||
|