Kelly L. Murdock's Autodesk 3ds Max 2021 Complete Reference Guide
eBook - PDF

Kelly L. Murdock's Autodesk 3ds Max 2021 Complete Reference Guide

  1. English
  2. PDF
  3. Available on iOS & Android
eBook - PDF

Kelly L. Murdock's Autodesk 3ds Max 2021 Complete Reference Guide

About this book

  • The ultimate guide to learning and using 3ds Max 2021
  • Covers all the basics as well as advanced topics using easy to follow, step by step tutorials
  • Gets beginners started and teaches experienced users the newest capabilities of 3ds Max
  • Advanced topics include crowd simulation, particle systems, rigid body dynamics, state sets, compositing, radiosity, network rendering, and MAXScript
  • Features more than 150 tutorials and complete references detailing all primitives, modifiers, materials, maps, and controllers

Kelly L. Murdock's Autodesk 3ds Max 2021 Complete Reference Guide is a popular book among users new to 3ds Max and is used extensively in schools around the globe. The success of this book is found in its simple easy-to-understand explanations coupled with its even easier to follow tutorials. The tutorials are laser focused on a specific topic without any extra material, making it simple to grasp difficult concepts. The book also covers all aspects of the software, making it a valuable reference for users of all levels.

The Complete Reference Guide is the ultimate book on 3ds Max, and like Autodesk's 3D animation software, it just gets better and better with each release. Whether you're new to 3ds Max or an experienced user, you'll find everything you need in this complete resource. The book kicks off with a getting started section, so beginners can jump in and begin working with 3ds Max right away. Experienced 3ds Max users will appreciate advanced coverage of features like crowd simulation, particle systems, radiosity, MAXScript and more. Over 150 tutorials – complete with before and after files – help users at all levels build real world skills.

What is Autodesk 3ds Max?

Autodesk 3ds Max is a popular 3D modeling, animation, rendering, and compositing software widely used by game developers and graphic designers in the film and television industry.

What you'll learn

  • Discover all the new features and changes in 3ds Max 2021
  • Learn how to reference, select, clone, group, link and transform objects
  • Explore 3D modeling and how to apply materials and textures
  • Set impressive scenes with backgrounds, cameras and lighting
  • Master smart techniques for rendering, compositing and animating
  • Create characters, add special effects, and finish with dynamic animations such as hair and cloth
  • Get comfortable with key tools such as Track View, Quicksilver, mental ray®, Space Warps, MassFX and more

Who this book is for

This comprehensive reference guide not only serves as a reference for experienced users, but it also easily introduces beginners to this complex software. Packed with expert advice from popular author Kelly Murdock, it begins with a getting started section to get you up and running, then continues with more than 150 step-by-step tutorials, in depth coverage of advanced features, and plenty of tips and timesavers along the way.

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Yes, you can access Kelly L. Murdock's Autodesk 3ds Max 2021 Complete Reference Guide by Kelly L. Murdock in PDF and/or ePUB format, as well as other popular books in Computer Science & CAD-CAM. We have over one million books available in our catalogue for you to explore.

Information

Table of contents

  1. Title Page
  2. Copyright
  3. Dedication
  4. About the Author
  5. Preface
  6. Table of Contents
  7. Part I: Getting Started with Autodesk 3ds Max 2021
  8. Chapter 1: Exploring the Interface
  9. Chapter 2: Controlling and Configuring the Viewports
  10. Chapter 3: Working with Files, Importing and Exporting
  11. Chapter 4: Setting Preferences
  12. Part II: Manipulating Objects
  13. Chapter 5: Creating and Editing Primitive Objects
  14. Chapter 6: Selecting Objects and Setting Object Properties
  15. Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping
  16. Chapter 8: Cloning Objects and Creating Object Arrays
  17. Chapter 9: Grouping, Linking, and Parenting Objects
  18. Chapter 10: Organizing Scenes with Layers, Containers, XRefs and the Schematic View
  19. Part III: Modeling 3D Assets
  20. Chapter 11: Accessing Subobjects and Modifiers and Using the Modifier Stack
  21. Chapter 12: Drawing and Editing 2D Splines and Shapes
  22. Chapter 13: Modeling with Polygons
  23. Chapter 14: Using the Graphite Modeling Tools and Painting with Objects
  24. Chapter 15: Working with Compound Objects
  25. Chapter 16: Deforming Surfaces and Using the Mesh Modifiers
  26. Part IV: Applying Materials and Textures
  27. Chapter 17: Creating and Applying Standard Materials with the Slate Material Editor
  28. Chapter 18: Adding Material Details with Maps
  29. Chapter 19: Using Specialized Material Types
  30. Chapter 20: Creating Compound Materials and Using Material Modifiers
  31. Chapter 21: Unwrapping UVs and Mapping Textures
  32. Chapter 22: Painting in the Viewport Canvas
  33. Chapter 23: Creating Baked Textures, Normal and Surface Maps
  34. Part V: Working with Cameras and Lights
  35. Chapter 24: Configuring and Aiming Cameras
  36. Chapter 25: Using Lights and Basic Lighting Techniques
  37. Chapter 26: Working with Advanced Lighting, Light Tracing, and Radiosity
  38. Part VI: Rendering a Scene
  39. Chapter 27: Rendering a Scene with Arnold
  40. Chapter 28: Rendering with ART and Quicksilver
  41. Chapter 29: Managing Scene States
  42. Chapter 30: Batch and Network Rendering
  43. Chapter 31: Compositing with Render Elements and the Video Post Interface
  44. Part VII: Animating Objects and Scenes
  45. Chapter 32: Understanding Animation and Keyframes
  46. Chapter 33: Using Animation Layers and Animation Modifiers
  47. Chapter 34: Wiring Parameters
  48. Chapter 35: Animating with Constraints and Simple Controllers
  49. Chapter 36: Editing Animation Curves in the Track View
  50. Chapter 37: Exploring the Complex Controllers
  51. Part VIII: Working with Characters
  52. Chapter 38: Understanding Rigging, Kinematics, and Working with Bones
  53. Chapter 39: Skinning Characters
  54. Chapter 40: Animating Characters with CAT
  55. Chapter 41: Creating Crowds and Using Populate
  56. Part IX: Adding Special Effects
  57. Chapter 42: Creating Particles and Particle Flow
  58. Chapter 43: Using Space Warps
  59. Chapter 44: Using Atmospheric and Render Effects
  60. Chapter 45: Adding Volume Light and Lens Effects
  61. Part X: Using Dynamic Animation Systems
  62. Chapter 46: Simulating Physics-Based Motion with MassFX
  63. Chapter 47: Working with Hair and Cloth
  64. Chapter 48: Creating Fluid Simulations
  65. Part XI: Extending 3ds Max
  66. Chapter 49: Customizing the Interface
  67. Chapter 50: Creating Procedural Content with Max Creation Graphs
  68. Chapter 51: Exploring 3ds Max Interactive
  69. Chapter 52: Automating with MAXScript
  70. Chapter 53: Expanding 3ds Max with Third-Party Plug-Ins
  71. Appendix A: What’s New with Autodesk 3ds Max 2021
  72. Appendix B: Installing and Configuring Autodesk 3ds Max 2021
  73. Appendix C: Keyboard Shortcuts