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    1. Data och IT
    2. Grafik och bildbehandling
    3. Digital animation

    How to Cheat in 3ds Max 2015

    Get Spectacular Results Fast

    AvMichael McCarthy

    Häftad, Engelska, 2014

    Del i serien How To Cheat

    632 kr

    Tillfälligt slut

    Fler format och utgåvor

    Inbunden

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    E-bok

    794 kr

    Beskrivning

    Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2015, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently. Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughs—you’ll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations—all featured on the companion website.

    Produktinformation

    • Utgivningsdatum:2014-08-25
    • Mått:189 x 246 x 18 mm
    • Vikt:838 g
    • Format:Häftad
    • Språk:Engelska
    • Serie:How To Cheat
    • Antal sidor:328
    • Förlag:Taylor & Francis Ltd
    • ISBN:9781138022294

    Utforska kategorier

    • Digital animation inom Data och IT
    • 3D-grafik och modellering inom Data och IT

    Mer om författaren

    Michael McCarthy is an accomplished 3D artist and trainer from Boston, Massachusetts, USA. Michael’s skills in the 3D field are built on many years of painting and drawing. Character and FX animation are a few of Michael’s passions. Michael has been an author and contributor to many 3ds max publications and created training and documentation for 3ds max as well as many of its most popular plug-ins. Michael is an Autodesk Certified Instructor and teaches at The New England Institute of Art, Siggraph Master Classes, and studios such as CafeFX. Always on the cutting edge of technology, Michael works with many leading 3d developers doing product design and training for new products including Particle Flow Box 2 and Zookeeper. His experience on projects such as Spiderman 3 , Nim’s Island ,Treasure Quest , and Sims keeps Michael engaged in all nuances of film, broadcast, and games production.

    Recensioner i media

    Praise for How to cheatin 3dsMax 2010: "My first impression was 'WOW!' and my second impression was, 'This is what reference material should look like!' The balance between illustration and text is just right for visual people-aspiring 3D artists will love it." -Borislav "Bobo" Petrov, Technical Director, Frantic Films VFX "This excellent book will inspire anyone to dig a little deeper into this incredible piece of software." -Stefan Vittori, Managing Director Tangram 3DS "Moving past what a tool does, Michele details various combinations of features in the application and their importance to completing commonly requested, real-world tasks for visual effects, games, and design visualization alike." -Gary M. Davis, 3ds Max Master 2007, autodesk Media & Entertainment "Michele is at it again with updated workflow techniques in a format that makes the tips and tricks readily accessible as an essential desktop companion. If working smartly can be called 'cheating,' then this is cheating at its best. There is a lot here for beginners and advanced users alike. Good luck and have fun." -Ted Boardman, independent 3ds Max instructor and author "This newly updated version conveys the fun and fast side of 3ds Max. Bousquet has packed the pages with colorful and quick tutorials that help you master all of 3ds Max's main concepts." -Jim lammers, President, Trinity animation inc. "In addition to the excellent tips and tricks uncovered in this book, I found the illustrations easy to follow, informative, and fun. I highly recommend this book to 3ds Max users of all levels." -Jeff Patton, Freelance Digital artist

    Innehållsförteckning

    • IntroductionChapter 1: ModelingChapter 2: Character ModelingChapter 3: Materials and MappingChapter 4: Lighting and ShadowsChapter 5: ReflectionsChapter 6: GlassChapter 7: AnimationChapter 8: Character AnimationChapter 9: Rendering Chapter 10: Parameter WiringChapter 11: Special EffectsChapter 12: Particles and PhysicsChapter 13: Scene ManagementAppendixAdditional Resources