Autodesk 3ds Max 2015: A Comprehensive Guide book aims at harnessing the power of Autodesk 3ds Max for modelers, animators, and designers. The textbook caters to the needs of both the novice and the advanced users of 3ds Max. Keeping in view the varied requirements of the users, the textbook first introduces the basic features of 3ds Max 2015 and then gradually progresses to cover the advanced 3D models and animations. In Autodesk 3ds Max 2014: A Comprehensive Guide book, one project based on the tools and concepts covered in the book have been added to enhance the knowledge of users. This book will help you unleash your creativity, thus helping you create stunning 3D models and animations. The textbook will help the learners transform their imagination into reality with ease. Also, it takes the users across a wide spectrum of animations through progressive examples, numerous illustrations, and ample exercises.
Following are the salient features of this book:
- Consists of 19 chapters that are organized in a pedagogical sequence covering modeling, texturing, modifiers, lighting, cameras, animation, NURBS modeling, rigid body dynamics, helpers, biped, Graphite Modeling, particles, and systems in Autodesk 3ds Max 2015.
- The author has used 1 project based on real-world models that allow you to apply the skills learned in the text.
- The first page of every chapter summarizes the topics that will be covered in it.
- Consists of hundreds of illustrations and a comprehensive coverage of Autodesk 3ds Max 2015 concepts and commands.
- Real-world 3D models and examples focusing on industry experience.
- Step-by-step instructions that guide the user through the learning process.
- Additional information is provided throughout the book in the form of tips and notes.
- Self-Evaluation test, Review Questions, and Exercises are given at the end of each chapter so that the users can assess their knowledge.
Brief Table of Contents
Chapter 1: Introduction to Autodesk 3ds Max 2015
Chapter 2: Standard Primitives
Chapter 3: Extended Primitives
Chapter 4: Working with Architectural Objects
Chapter 5: Splines and Extended Splines
Chapter 6: Modifying Splines
Chapter 7: Materials and Maps
Chapter 8: Modifying 3D Mesh Objects
Chapter 9: Graphite Modeling Technique
Chapter 10: NURBS Modeling
Chapter 11: Compound Objects
Chapter 12: Modifiers
Chapter 13: Lights and Cameras
Chapter 14: Animation Basics
Chapter 15: Systems, Hierarchy, and Kinematics
Chapter 16: Rigid Body Dynamics and Helpers
Chapter 17: Particle Flow
Chapter 18: Particle Systems and Space Warps-I
Chapter 19: Particle Systems and Space Warps-II
Project 1: Creating a Diner
Index