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3ds Max Speed Modeling for 3D Artists
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Index
Stepbystepillustratedtutorialsaresupportedbyafocusedcommentary.Theexamplesaredesignedtoproceedfromstartingtomodelthroughmodelfinishingtoputtingmodelstoworkwithinprojectsandpresentation.Thebookshowsboth-theentireflowofassetcreationandgranularmethodology.Thisbookwillappealtoanyoneinterestedin3Dmodelingwhowantstoimprovetheirspeedmodelingability,particularlyartistswhoseworkisrelevanttoindustrieswherehardsurfacemodelingormodelprototypingisrequired,suchasgames,films,orvisualization.
目錄(105章)
倒序
- coverpage
- 3ds Max Speed Modeling for 3D Artists
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files eBooks discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Chapter 1. First Launch: Getting to Know 3ds Max
- Quick start: Jump into making models
- Getting to know the User Interface
- Default and custom UI schemes
- Deciding on the best view navigation
- Displaying your model for modeling
- Setting scene units
- Searching for content in the scene
- Creating your own selection sets with Named Selections
- Common changes to 3ds Max default preferences
- Determining the hardware shading settings to use
- Summary
- Chapter 2. Model Shakedown: Make 3ds Max Work for you
- Setting filters in the Display panel
- Object Properties – Show Frozen in Gray
- Object Properties – Animation trajectories
- Object Properties – Render properties
- Moving and rotating objects using pivot controls
- Local Screen and Pick spaces
- Cloning objects: Instances References and Snapshots
- Adjusting modifiers in the viewport
- Organizing a scene using Groups
- Importing models
- Using a template scene including lighting turntable camera and render settings
- NVIDIA iray ActiveShade rendering
- Summary
- Chapter 3. The Base Model – A Solid Foundation in Polygon Modeling
- Introducing the project
- Adding image reference
- Forming the base model
- A preview of a sculpting workflow
- Summary
- Chapter 4. Mod My Ride: Extending upon a Base Model
- Marking Poly Loops
- Soft modeling
- Using Poly Select to apply modifiers to Sub-Object selections
- Generating shapes from edge selections
- Shape construction and interpolation
- Comparing the Sweep modifier with the Loft object
- Smoothing Groups
- Generating model forms using Cloth
- Summary
- Chapter 5. The Language of Machines: Designing and Building Model Components
- A visual language for science fiction machinery
- Spare parts
- From primitive origins...
- …Into outer space
- A star ship construction walk-through
- Summary
- Chapter 6. The Cutting Edge: A Closer Look at 3ds Max Polygon Tools
- New modeling and UI features in 3ds Max 2013
- Sub-Object level editing tools via the Ribbon
- Joining objects
- Ribbon tools
- Summary
- Chapter 7. The Mystery of the Unfolding Polygons: Mapping Models for Texturing
- The goal of UV mapping
- Gaining familiarity with the Unwrap UVW editor
- Combining texture islands to save draw calls
- Just getting on with it...
- Additional UV layout tools
- Packing the layout
- Finalizing the layout
- Summary
- Chapter 8. Custom Body Job: Painting using Viewport Canvas
- Direct painting versus indirect painting
- Starting a paint session
- Tablet user's guide
- Summary
- Chapter 9. Go with the Flow Retopology in 3ds Max
- Introduction
- High poly model import
- Retopology
- Topology concerns for animation
- WrapIt by The Pixel Hive
- Finalizing the retopologized model
- Summary
- Chapter 10. Pushing the Envelope – Model Preparation for Animation and Games
- ProOptimizer
- Rigging the creature with CAT
- Skinning the creature
- Skin advanced parameters
- Painting blend weights
- Transfer of low poly skinning to a high poly mesh
- Testing the animation and making a preview
- 3ds Max 2013 CAT data transfer to MotionBuilder
- Game readiness check
- Summary
- Index 更新時間:2021-08-05 18:49:28
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