About the Book
The only comprehensive reference-tutorial on 3ds Max available, this book is everyone's favorite. Whether you're a beginner looking for 3D basics or a full-fledged animator seeking new ways to dazzle viewers with your creations, it's all here. You'll find pages of professional tips, loads of advice, and more than 150 step-by-step tutorials guaranteed to build your skills and spark your creativity. A 16-page color insert highlights cutting-edge work from 3D artists. A valuable companion DVD provides all the examples and content from the book, including unique models and textures you can customize on your own, and a searchable, full-color version of the book.
Part I: Getting Started with 3ds Max
Quick Start: Firing a Cannonball
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, Setting Object Properties, and Using Layers and the Scene Explorer
Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping
Chapter 8: Cloning Objects and Creating Object Arrays
Chapter 9: Grouping, Linking, and Parenting Objects
Part III: Modeling Basics
Chapter 10: Learning Modeling Basics and Working with Sub objects and Helpers
Chapter 11: Introducing Modifiers and Using the Modifier Stack
Chapter 12: Drawing and Editing 2D Splines and Shapes
Chapter 13: Modeling with Polygons
Part IV: Materials, Cameras, and Lighting Basics
Chapter 14: Exploring the Material Editor
Chapter 15: Creating and Applying Standard Materials
Chapter 16: Creating Compound Materials and Using Material Modifiers
Chapter 17: Adding Material Details with Maps
Chapter 18: Configuring and Aiming Cameras
Chapter 19: Using Lights and Basic Lighting Techniques
Part V: Animation and Rendering Basics
Chapter 20: Understanding Animation and Keyframe Basics
Chapter 21: Animating with Constraints and Controllers
Chapter 22: Learning to Render a Scene
Part VI: Advanced Modeling
Chapter 23: Building Complex Scenes with XRefs and Using Vault
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 Materials
Chapter 29: Using Specialized Material Types
Chapter 30: Unwrapping UVs and Using Pelt Mapping
Chapter 31: Creating Baked Textures and Normal Maps
Part VIII: Advanced Animation Techniques
Chapter 32: Using Animation Modifiers
Chapter 33: Animating with the Expression Controller and Wiring Parameters
Chapter 34: Working with Function Curves in the Track View
Chapter 35: Using Animation Layers and the Motion Mixer
Part IX: Dynamic Animation
Chapter 36: Creating Particles and Particle Flow
Chapter 37: Using Space Warps
Chapter 38: Simulating Physics-Based Motion with reactor
Chapter 39: Animating Hair and Cloth
Part X: Working with Characters
Chapter 40: Understanding Rigging and Working with Bones
Chapter 41: Working with Inverse Kinematics
Chapter 42: Creating and Animating Bipeds and Crowds
Chapter 43: Skinning Characters
Part XI: Advanced Lighting and Rendering
Chapter 44: Working with Advanced Lighting, Light Tracing, and Radiosity
Chapter 45: Using Atmospheric and Render Effects
Chapter 46: Raytracing and mental ray
Chapter 47: Batch and Network Rendering
Chapter 48: Compositing with Render Elements and the Video Post Interface
Part XII: MAXScript and Plug-Ins
Chapter 49: Automating with MAXScript
Chapter 50: Expanding Max with Third-Party Plug-Ins