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Murdock K.L. - 3ds Max 2010 Bible [2009, PDF, ENG] + Code

Сообщение Солнышко » 30 янв 2018, 19:44

3ds Max 2010 Bible (+DVD)
 
Год выпуска: 2009
Автор: Kelly L. Murdock
Издательство: Wiley Publishing, Inc.
ISBN: 978-0-470-47191-3
Формат: PDF
Качество: eBook (изначально компьютерное)
Количество страниц: 1296
Язык: английский
 
Описание:
Данная книга представляет собой библию пользователя по профессиональной программной системе для работы с трёхмерной графикой — 3ds Max 2010.
Книга предназначена как для новичков в работе с 3ds Max, так и для вполне опытных разработчиков. Книга содержит полное описание стандартных средств программы, методики их использования, особенности последней версии 3ds Max 2010, а также более 150 уроков в виде пошаговых инструкций по выполнению наиболее часто встречаемых задач.
3ds Max 2010 Bible сопровождается DVD-диском, содержащим все примеры и сцены, необходимые для выполнения уроков, уникальные модели и текстуры.
 
Preface
Acknowledgments
Part I: Getting Started with 3ds MaxQuick Start: Landing a Space Vehicle.
Chapter 1: Exploring the Max Interface.
Chapter 2: Controlling and Configuring the Viewports
Chapter 3: Working with Files, Importing, and Exporting.
Chapter 4: Customizing the Max Interface and Setting Preferences

Part II: Working with Objects.Chapter 5: Creating and Editing Primitive Objects.
Chapter 6: Selecting Objects and Setting Object Properties
Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping
Chapter 8: Cloning Objects and Creating Object Arrays
Chapter 9: Grouping, Linking, and Using Containers

Part III: Modeling BasicsChapter 10: Accessing Subobjects and Using Modeling Helpers.
Chapter 11: Introducing Modifiers and Using the Modifier Stack
Chapter 12: Drawing and Editing 2D Splines and Shapes
Chapter 13: Modeling with Polygons and Using the Graphite Modeling Tools.

Part IV: Materials, Cameras, and Lighting BasicsChapter 14: Using the Material Editor and the Material Explorer.
Chapter 15: Creating and Applying Standard Materials
Chapter 16: Adding Material Details with Maps.
Chapter 17: Creating Compound Materials and Using Material Modifiers
Chapter 18: Configuring and Aiming Cameras.
Chapter 19: Using Lights and Basic Lighting Techniques.

Part V: Animation and Rendering BasicsChapter 20: Understanding Animation and Keyframes
Chapter 21: Animating with Constraints and Simple Controllers.
Chapter 22: Rendering a Scene

Part VI: Advanced ModelingChapter 23: Building Complex Scenes with XRefs and Using Asset Tracking.
Chapter 24: Working with the Schematic View
Chapter 25: Deforming Surfaces and Using the Mesh Modifiers.
Chapter 26: Working with Compound Objects.
Chapter 27: Modeling with Patches and NURBS
Chapter 28: Adding and Styling Hair and Fur, and Using Cloth

Part VII: Advanced MaterialsChapter 29: Using Specialized Material Types
Chapter 30: Painting in the Viewport Canvas and Rendering Surface Maps.
Chapter 31: Unwrapping UVs and Mapping Textures
Chapter 32: Creating Baked Textures and Normal Maps

Part VIII: Advanced Animation TechniquesChapter 33: Using Animation Modifiers and Complex Controllers
Chapter 34: Animating with the Expression Controller and Wiring Parameters.
Chapter 35: Working with Function Curves in the Track View
Chapter 36: Using Animation Layers and the Motion Mixer.

Part IX: Dynamic AnimationChapter 37: Creating Particles and Particle Flow
Chapter 38: Using Space Warps.
Chapter 39: Simulating Physics-Based Motion with reactor
Chapter 40: Animating Hair and Cloth

Part X: Working with CharactersChapter 41: Understanding Rigging and Working with Bones.
Chapter 42: Working with Inverse Kinematics.
Chapter 43: Creating and Animating Bipeds and Crowds
Chapter 44: Skinning Characters.

Part XI: Advanced Lighting and RenderingChapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity.
Chapter 46: Using Atmospheric and Render Effects.
Chapter 47: Rendering with mental ray.
Chapter 48: Batch and Network Rendering
Chapter 49: Compositing with Render Elements and the Video Post Interface.

Part XII: MAXScript and Plug-InsChapter 50: Automating with MAXScript.
Chapter 51: Expanding Max with Third-Party Plug-Ins.

Appendix A: What’s New with 3ds Max 2010
Appendix B: What’s on the DVD
Index
End User License Agreement
 

На диске содержится 1265 файлов, в том числе:
*.max - 740 шт.
*.tif - 302 шт.
*.jpg - 25 шт.
*.bmp - 5 шт.
*.avi - 79 шт.



Структура каталогов DVD-диска:
3D Models\Viewpoint Models\A-10\
AH-1W Supercobra\
Beach Scene\
Bottle\
Cessna 402c\
Church Building\
Covered Wagon\
Crocodile\
Cupped Hand\
Delfino Feroce 2001\
Dinosaur\
Doberman\
Elk\
Foot Bones\
Futuristic Man\
Gingerbread House\
Greek Woman\
Harpoon Missile Launcher\
Harpoon Missile\
Heart\
Hot Dog\
Kirov Battleship\
Lamp\
Lion Toy\
M-203 Rifle\
Makita Drill\
MiG-17\
Monster Truck\
Plasma Ball\
PT-328 US Torpedo Boat\
Ronald Reagan\
Sled\
Space Port\
Spaceship\
Spruce Goose HK-1 Hercules\
T-28 Trojan\
Toothbrush\
Westwind 2\
Windmill\
Xylophone\
Zygote Characters\
Zygote Models\

Bonus Chapters\

Chapters Example Files\Bonus Chapter 3 - Working with NURBS\
Chap 01 - Exploring the Max Interface\
Chap 02 - Controlling and Configuring the Viewports\
Chap 03 - Working with Files, Importing and Exporting\
Chap 04 - Customizing the Max Interface and Setting Preferences\
Chap 05 - Creating and Editing Primitive Objects\
Chap 06 - Selecting Objects and Setting Object Properties\
Chap 07 - Transforming Objects, Pivoting, Aligning and Snapping\
Chap 08 - Cloning Objects and Creating Object Arrays\
Chap 09 - Grouping, Linking and Using Containers\
Chap 10 - Accessing Subobjects and Using Modeling Helpers\
Chap 11 - Introducing Modifiers and Using the Modifier Stack\
Chap 12 - Drawing and Editing 2D Splines and Shapes\
Chap 13 - Modeling with Polygons and Using the Graphite Modeling Tools\
Chap 14 - Exploring the Material Editor and the Material Explorer\
Chap 15 - Creating and Applying Standard Materials\
Chap 15 - Creating and Applying Standard Materials\
Chap 15 - Creating and Applying Standard Materials\
Chap 15 - Creating and Applying Standard Materials\
Chap 16 - Adding Material Details with Maps\
Chap 17 - Creating Compound Materials and Using Material Modifiers\
Chap 18 - Configuring and Aiming Cameras\
Chap 19 - Using Lights and Basic Lighting Techniques\
Chap 20 - Understanding Animation and Keyframes\
Chap 21 - Animating with Constraints and Simple Controllers\
Chap 22 - Rendering a Scene\
Chap 23 - Building Complex Scenes with XRefs and Asset Tracking\
Chap 24 - Working with the Schematic View\
Chap 25 - Deforming Surfaces and Using the Mesh Modifiers\
Chap 26 - Working with Compound Objects\
Chap 27 - Modeling with Patches and NURBS\
Chap 28 - Adding and Styling Hair and Fur and Using Cloth\
Chap 29 - Using Specialized Material Types\
Chap 30 - Painting in the Viewport Canvas and Rendering Surface Maps\
Chap 31 - Unwrapping UVs and Mapping Textures\
Chap 32 - Creating Baked Textures and Normal Maps\
Chap 33 - Using Animation Modifiers and Complex Controllers\
Chap 34 - Animating with the Expression Controller and Wiring Parameters\
Chap 35 - Working with Function Curves in the Track View\
Chap 36 - Using Animation Layers and the Motion Mixer\
Chap 37 - Creating Particles and Particle Flow\
Chap 38 - Using Space Warps\
Chap 39 - Simulating Physics-Based Motion with reactor\
Chap 40 - Animating Hair and Cloth\
Chap 41 - Understanding Rigging and Working with Bones\
Chap 42 - Working with Inverse Kinematics\
Chap 43 - Creating and Animating Bipeds and Crowds\
Chap 44 - Skinning Characters\
Chap 45 - Working with Advanced Lighting, Light Tracing and Radiosity\
Chap 46 - Using Atmospheric and Render Effects\
Chap 47 - Rendering with mental ray\
Chap 48 - Batch and Network Rendering\
Chap 49 - Compositing with Render Elements and Using the Video Post Interface\
Chap 50 - Automating with MaxScript\
Chap 51 - Expanding Max with Third Party Plug-Ins\
Quick Start - Landing a Spaceship\[/spoiler]
 
[/spoiler]






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