About the Book
3ds Max Bible is the only comprehensive reference-tutorial on 3ds Max, making it a favorite of all users, from beginners to pros. If 3ds Max novices are itching to actually create something immediately, the Quick Start project in Part 1 is just for them. If experienced Max users can't wait to check out the new software features the details are readily available. This bestseller is packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials
About the Author
Kelly L. Murdock been writing computer books for more than 10 years. He holds a degree in engineering with an emphasis in computer graphics.
Table of Contents: Part I: Getting Started with Autodesk 3ds Max 2013
Quick Start: Falling from a Tightrope
Chapter 1: Exploring the Interface
Chapter 2: Controlling the Viewports
Chapter 3: Working with Files
Part II: Manipulating Objects
Chapter 4: Creating and Editing Primitive Objects
Chapter 5: Selecting Objects and Using Layers
Chapter 6: Transforming Objects, Pivoting, Aligning, and Snapping
Chapter 7: Cloning Objects and Creating Object Arrays
Chapter 8: Grouping, Linking, and Parenting Objects
Part III: Modeling 3D Assets
Chapter 9: Introducing Subobjects and Modifiers and Using the Modifier Stack
Chapter 10: Drawing and Editing 2D Splines and Shapes
Chapter 11: Modeling with Polygons
Chapter 12: Using the Graphite Modeling Tools
Chapter 13: Working with Compound Objects
Part IV: Applying Materials and Textures
Chapter 14: Creating and Applying Standard Materials with the Slate Material Editor
Chapter 15: Adding Material Details with Maps
Chapter 16: Creating Compound Materials and Using Material Modifiers
Chapter 17: Unwrapping UVs
Part V: Working with Cameras, Lighting, and Rendering
Chapter 18: Configuring and Aiming Cameras
Chapter 19: Using Lights and Basic Lighting Techniques
Chapter 20: Rendering a Scene and Enabling Quicksilver
Chapter 21: Using Atmospheric and Render Effects
Chapter 22: Rendering with mental ray and iray
Chapter 23: Compositing with Render Elements and the Video Post Interface
Part VI: Animating Objects and Scenes
Chapter 24: Understanding Animation and Keyframes
Chapter 25: Animating with Constraints and Simple Controllers
Chapter 26: Using Animation Layers and Animation Modifiers
Chapter 27: Wiring Parameters
Chapter 28: Editing Animation Curves in the Track View
Part VII: Working with Characters
Chapter 29: Understanding Rigging, Kinematics, and Working with Bones
Chapter 30: Skinning Characters
Chapter 31: Animating Characters with CAT
Part VIII: Dynamic Animation 711