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Helps you learn concepts of 3D visualization and functionality of 3ds Max before moving into the finer detail of the command structure. This book not only teaches you where the buttons are, but importantly how to think about the holistic process of 3D design so that you can then apply the lessons to your own needs.
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Helps you learn concepts of 3D visualization and functionality of 3ds Max before moving into the finer detail of the command structure. This book not only teaches you where the buttons are, but importantly how to think about the holistic process of 3D design so that you can then apply the lessons to your own needs.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Focal Press
- Artikelnr. des Verlages: Y140982
- Seitenzahl: 520
- Erscheinungstermin: 1. August 2012
- Englisch
- Abmessung: 253mm x 192mm x 33mm
- Gewicht: 1272g
- ISBN-13: 9780240823959
- ISBN-10: 0240823958
- Artikelnr.: 35243677
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
- Verlag: Focal Press
- Artikelnr. des Verlages: Y140982
- Seitenzahl: 520
- Erscheinungstermin: 1. August 2012
- Englisch
- Abmessung: 253mm x 192mm x 33mm
- Gewicht: 1272g
- ISBN-13: 9780240823959
- ISBN-10: 0240823958
- Artikelnr.: 35243677
- Herstellerkennzeichnung
- Libri GmbH
- Europaallee 1
- 36244 Bad Hersfeld
- 06621 890
Ted Boardman has been author or co-author of 14 books on 3ds Max which have been sold worldwide in many languages. He is an award-winning 3ds Max trainer specializing in fundamental training techniques and has worked with 3ds Max since its inception.
Preface; Introduction; Part I: Pre--planning Chapter 1: Storyboarding; Chapter 2: Project organization; Chapter 3: Project deliverables; Part II: Concepts ; Chapter 4: User interface; Chapter 5: Creating objects; Chapter 6: Object transformation; Chapter 7: Object selections; Chapter 8: Object cloning; Chapter 9: Scene setup; Chapter 10: 2D shapes; Chapter 11: Modifiers; Chapter 12: Lofting; Chapter 13: Lighting basics; Chapter 14: Materials; hapter 15: Mapping coordinates; Chapter 16: Camera basics; Chapter 17: Rendering basics; Part III: Workflow ; Chapter 18: Creating 3D primitive objects; Chapter 19: 3D procedural modeling; Chapter 20: Sub-object editing; Chapter 21: Types of surfaces; Chapter 22: More object cloning; Chapter 23: Graphite Modeling Tools; Chapter 24: Compound objects; Chapter 25: Exterior lighting; Chapter 26: More materials; Chapter 27: Multiple materials; Chapter 28: Introduction to animation; Chapter 29: Intermediate modeling; Chapter 30: Intermediate animation; Chapter 31: Global illumination; Chapter 32: Effects; Chapter 33: Introduction to Inverse Kinematics; Chapter 34: Character animation; Chapter 35: Introduction to Dynamics; Chapter 36: Introduction to scripting; Chapter 37: Intermediate rendering; Part IV: Post Production; Chapter 38: Scene assembly; Chapter 39: Introducing Composite workflow
Preface
Introduction
Part I: Pre--planning Chapter 1: Storyboarding
Chapter 2: Project organization
Chapter 3: Project deliverables
Part II: Concepts
Chapter 4: User interface
Chapter 5: Creating objects
Chapter 6: Object transformation
Chapter 7: Object selections
Chapter 8: Object cloning
Chapter 9: Scene setup
Chapter 10: 2D shapes
Chapter 11: Modifiers
Chapter 12: Lofting
Chapter 13: Lighting basics
Chapter 14: Materials
hapter 15: Mapping coordinates
Chapter 16: Camera basics
Chapter 17: Rendering basics
Part III: Workflow
Chapter 18: Creating 3D primitive objects
Chapter 19: 3D procedural modeling
Chapter 20: Sub-object editing
Chapter 21: Types of surfaces
Chapter 22: More object cloning
Chapter 23: Graphite Modeling Tools
Chapter 24: Compound objects
Chapter 25: Exterior lighting
Chapter 26: More materials
Chapter 27: Multiple materials
Chapter 28: Introduction to animation
Chapter 29: Intermediate modeling
Chapter 30: Intermediate animation
Chapter 31: Global illumination
Chapter 32: Effects
Chapter 33: Introduction to Inverse Kinematics
Chapter 34: Character animation
Chapter 35: Introduction to Dynamics
Chapter 36: Introduction to scripting
Chapter 37: Intermediate rendering
Part IV: Post Production
Chapter 38: Scene assembly
Chapter 39: Introducing Composite workflow
Introduction
Part I: Pre--planning Chapter 1: Storyboarding
Chapter 2: Project organization
Chapter 3: Project deliverables
Part II: Concepts
Chapter 4: User interface
Chapter 5: Creating objects
Chapter 6: Object transformation
Chapter 7: Object selections
Chapter 8: Object cloning
Chapter 9: Scene setup
Chapter 10: 2D shapes
Chapter 11: Modifiers
Chapter 12: Lofting
Chapter 13: Lighting basics
Chapter 14: Materials
hapter 15: Mapping coordinates
Chapter 16: Camera basics
Chapter 17: Rendering basics
Part III: Workflow
Chapter 18: Creating 3D primitive objects
Chapter 19: 3D procedural modeling
Chapter 20: Sub-object editing
Chapter 21: Types of surfaces
Chapter 22: More object cloning
Chapter 23: Graphite Modeling Tools
Chapter 24: Compound objects
Chapter 25: Exterior lighting
Chapter 26: More materials
Chapter 27: Multiple materials
Chapter 28: Introduction to animation
Chapter 29: Intermediate modeling
Chapter 30: Intermediate animation
Chapter 31: Global illumination
Chapter 32: Effects
Chapter 33: Introduction to Inverse Kinematics
Chapter 34: Character animation
Chapter 35: Introduction to Dynamics
Chapter 36: Introduction to scripting
Chapter 37: Intermediate rendering
Part IV: Post Production
Chapter 38: Scene assembly
Chapter 39: Introducing Composite workflow
Preface; Introduction; Part I: Pre--planning Chapter 1: Storyboarding; Chapter 2: Project organization; Chapter 3: Project deliverables; Part II: Concepts ; Chapter 4: User interface; Chapter 5: Creating objects; Chapter 6: Object transformation; Chapter 7: Object selections; Chapter 8: Object cloning; Chapter 9: Scene setup; Chapter 10: 2D shapes; Chapter 11: Modifiers; Chapter 12: Lofting; Chapter 13: Lighting basics; Chapter 14: Materials; hapter 15: Mapping coordinates; Chapter 16: Camera basics; Chapter 17: Rendering basics; Part III: Workflow ; Chapter 18: Creating 3D primitive objects; Chapter 19: 3D procedural modeling; Chapter 20: Sub-object editing; Chapter 21: Types of surfaces; Chapter 22: More object cloning; Chapter 23: Graphite Modeling Tools; Chapter 24: Compound objects; Chapter 25: Exterior lighting; Chapter 26: More materials; Chapter 27: Multiple materials; Chapter 28: Introduction to animation; Chapter 29: Intermediate modeling; Chapter 30: Intermediate animation; Chapter 31: Global illumination; Chapter 32: Effects; Chapter 33: Introduction to Inverse Kinematics; Chapter 34: Character animation; Chapter 35: Introduction to Dynamics; Chapter 36: Introduction to scripting; Chapter 37: Intermediate rendering; Part IV: Post Production; Chapter 38: Scene assembly; Chapter 39: Introducing Composite workflow
Preface
Introduction
Part I: Pre--planning Chapter 1: Storyboarding
Chapter 2: Project organization
Chapter 3: Project deliverables
Part II: Concepts
Chapter 4: User interface
Chapter 5: Creating objects
Chapter 6: Object transformation
Chapter 7: Object selections
Chapter 8: Object cloning
Chapter 9: Scene setup
Chapter 10: 2D shapes
Chapter 11: Modifiers
Chapter 12: Lofting
Chapter 13: Lighting basics
Chapter 14: Materials
hapter 15: Mapping coordinates
Chapter 16: Camera basics
Chapter 17: Rendering basics
Part III: Workflow
Chapter 18: Creating 3D primitive objects
Chapter 19: 3D procedural modeling
Chapter 20: Sub-object editing
Chapter 21: Types of surfaces
Chapter 22: More object cloning
Chapter 23: Graphite Modeling Tools
Chapter 24: Compound objects
Chapter 25: Exterior lighting
Chapter 26: More materials
Chapter 27: Multiple materials
Chapter 28: Introduction to animation
Chapter 29: Intermediate modeling
Chapter 30: Intermediate animation
Chapter 31: Global illumination
Chapter 32: Effects
Chapter 33: Introduction to Inverse Kinematics
Chapter 34: Character animation
Chapter 35: Introduction to Dynamics
Chapter 36: Introduction to scripting
Chapter 37: Intermediate rendering
Part IV: Post Production
Chapter 38: Scene assembly
Chapter 39: Introducing Composite workflow
Introduction
Part I: Pre--planning Chapter 1: Storyboarding
Chapter 2: Project organization
Chapter 3: Project deliverables
Part II: Concepts
Chapter 4: User interface
Chapter 5: Creating objects
Chapter 6: Object transformation
Chapter 7: Object selections
Chapter 8: Object cloning
Chapter 9: Scene setup
Chapter 10: 2D shapes
Chapter 11: Modifiers
Chapter 12: Lofting
Chapter 13: Lighting basics
Chapter 14: Materials
hapter 15: Mapping coordinates
Chapter 16: Camera basics
Chapter 17: Rendering basics
Part III: Workflow
Chapter 18: Creating 3D primitive objects
Chapter 19: 3D procedural modeling
Chapter 20: Sub-object editing
Chapter 21: Types of surfaces
Chapter 22: More object cloning
Chapter 23: Graphite Modeling Tools
Chapter 24: Compound objects
Chapter 25: Exterior lighting
Chapter 26: More materials
Chapter 27: Multiple materials
Chapter 28: Introduction to animation
Chapter 29: Intermediate modeling
Chapter 30: Intermediate animation
Chapter 31: Global illumination
Chapter 32: Effects
Chapter 33: Introduction to Inverse Kinematics
Chapter 34: Character animation
Chapter 35: Introduction to Dynamics
Chapter 36: Introduction to scripting
Chapter 37: Intermediate rendering
Part IV: Post Production
Chapter 38: Scene assembly
Chapter 39: Introducing Composite workflow