
13 Character Studio: Animating - Character Animation - Animating the Soldier - Adding Freeform Animation - Modifying Animation in the Dope Sheet - The Essentials and Beyond - ch. General Workflow - Associating a Biped with the Soldier Model - Creating and Modifying the Biped - Adjusting the Torso and Arms - Adjusting the Neck and Head - Applying the Physique Modifier - Controlling the View - Tweaking Physique - The Essentials and Beyond - ch. 12 Character Studio: Rigging - Character Studio Workflow 11 Textures and UV Workflow: The Soldier - Mapping the Soldier - UV Unwrapping - Pelting the Left Arm UVs - Pelting the Right Arm UVs - Unwrapping and Using Pelt for the Head - Seaming the Rest of the Body - Unfolding the Rest of the Body - Applying the Color Map - Applying the Bump Map - Applying the Specular Map - The Essentials and Beyond - ch. 10 Introduction to Materials: Red Rocket - MaterialsĬompact Material Editor - Standard - Shaders - Mapping the Rocket - The Wheels - Creating a Multi/Sub-Object Material - Selecting Polygons - Loading the MSO Material into the Material Editor - Fine-tuning the Materials - Applying a Bump Map - Mapping the Fins: Introduction to Mapping Coordinates - The Base Material - Adding the Decal - Using a UVW Mapping Modifier - Mapping the Body - Creating the Material - Flipping the Decal - The Control Panel - Bring on the Nose, Bring on the Funk - The Essentials and Beyond - ch. 9 Character Poly Modeling: Part III - Creating the Head - Merging In and Attaching the Head's Accessories - The Essentials and Beyond - ch. 8 Character Poly Modeling: Part II - Completing the Main Body - Creating the Accessories - Putting On the Boots - Creating the Hands - The Essentials and Beyond - ch. 7 Character Poly Modeling: Part I - Setting Up the Scene - Creating Planes and Adding Materials - Adding the Materials - Creating the Soldier - Forming the Torso - Creating the Arms - Creating the Legs - Fixing Up the Body - The Essentials and Beyond - ch. 6 Animating a Thrown Knife - Anticipation and Momentum in Knife Throwing - Blocking Out the Animation - Trajectories - Adding Rotation - Adding Anticipation - Follow-Through - Transferring Momentum to the Target - Parent and Child Objects - The Essentials and Beyond - ch. 5 Animating a Bouncing Ball - Animating the Ball - Copying Keyframes - Using the Track View - Curve Editor - Reading Animation Curves - Refining the Animation - Editing Animation Curves - Finessing the Animation - Squash and Stretch - Setting the Timing - Moving the Ball Forward - Adding a Roll - Using the XForm Modifier - Animating the XForm Modifier 4 Modeling in 3ds Max: Part II - Creating the Thruster - Using Lathe for the Thruster Shape - Creating the 3D Object for the Thruster Detail - Making the Wheels - Creating the First Wheel - Placing the Wheels - Getting a Handle on Things - Creating the Path - Creating the Shape - Editing the Loft Object - Adding Detail - The Essentials and Beyond - ch. 3 Modeling in 3ds Max: Part I - Building the Red Rocket - Creating Planes and Adding Materials - Creating the Body - Smoothing the BodyĪdding Detail to the Rocket Body - Creating the Wheel Well - Creating the Control Panel - Creating the Back Wheel Axle Assembly - Further Body Work - Hold On to Your Seat - The Essentials and Beyond - ch.

2 Your First 3ds Max Project - Starting to Model a Chest of Drawers - Ready, Set, Reference! - Ready, Set, Model! - Modeling the Top - I Can See Your Drawers - Modeling the Bottom - Creating the Knobs - Editing the Profile - Copying the Knob - The Essentials and Beyond - ch.


1 The 3ds Max Interface - The Workspace - User Interface Elements - Viewports - ViewCube - Mouse Buttons - Quad Menus - The Caddy Interface - Display of Objects in a Viewport - Viewport Navigation - Transforming Objects Using Gizmos - Move - Rotate - Scale - Graphite Modeling Tools Ribbon - Command Panel - Object Parameters and Values - Modifier Stack - Objects and Subobjects - Time Slider and Track Bar - File Management - Setting a Project - Version Up! - The Essentials and Beyond - ch.
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A guide to 3ds Max explains how to use the software to create a variety of animation, film effects, and gamesĬh.
