Autodesk 3ds Max 2013 Bible

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John Wiley & Sons, Sep 27, 2012 - Computers - 1746 pages
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The most comprehensive e-book reference on Autodesk 3ds Max 2013!

Autodesk 3ds Max is used to create 80 percent of commercially available games and is also a key tool for visual effects artists and graphic designers in film and television. This convenient e-book covers the 2013 version in expanded detail, including 12 chapter-length quick-start projects and 39 additional chapters not found in the print version. Along with complete references detailing all Primitives, Modifiers, Materials, Maps, and Controllers, it covers advanced topics such as Patches, NURBS, Radiosity, Network Rendering, and MAXScript. It's the perfect resource for both novices and pros.

  • 3ds Max is the tool of choice for game developers as well as visual effects artists and graphic designers in the film and TV industries
  • This comprehensive e-book includes complete coverage of 3ds Max 2013, and is well suited for beginners and experts alike, as well as for educational markets teaching beginning to advanced courses using 3ds Max.
  • Features a complete reference for all Primitives, Modifiers, Materials, Maps, and Controllers
  • Covers Patches, NURBS, Radiosity, Network Rendering, MAXScript, and other advanced topics
  • Includes 12 chapter-length quick-start projects as well as 39 chapters not found in the print version, all packed with timesaving tips and expert advice
  • Third-party models and bonus tutorials are available on CD and can be obtained by readers by emailing a request to

Autodesk 3ds Max 2013 Bible, Expanded Edition by veteran computer graphics author Kelly Murdock is the comprehensive e-book guide for every 3ds Max user.


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Table of Contents
Controlling the yiewports
Displaying Materials Lighting and Shadows in the Viewport
working with Files
Moving files to other Suite packages
Selecting Objects and Using Layers
Transforming Objects Pivoting Aligning and Snapping
Setting File Preferences
Setting Interaction Mode
Setting Animation Preferences
Adyanced Modeling
Building Complex Scenes with Containers and XRefs
Using the File Link Manager
The Deformation window interface
Modeling with Patches

working with NURBS
Cloning Objects and Creating Object Arrays
Grouping Linking and Parenting Objects
Modeling 3D Assets
Drawing and Editing 2D Splines and Shapes
Using the Graphite Modeling Tools
Using the Object Paint Tools
working with Compound Objects
Applying Materials and Textures
Anisotropic shader
Creating Compound Materials and Using Material Modifiers
Applying Multiple Materials
Material Modifiers
UVW XForm modifier
Creating a mapping for a fighter plane
Compositing with Render Elements and the Video Post Interface
Altering Light Parameters
Rendering a Scene and Enabling Quicksilver
Using the Rendered Frame Window
Using the Fog Effect
Rendering with mental ray and iray
Changing node arameters
Animating Objects and Scenes
Animating with Constraints and Simple Controllers
Using Animation Layers and Animation Modifiers
Wiring Parameters
Editing Animation Curves in the Track View
Filtering Tracks and Creating Track Sets
orkin ith haracters
Skinning Characters
Animating Characters with
D namic Animation
Using the Super Spray Particle System
Simulating PhysicsBased Motion with MassFX
working with Hair and Cloth
Configuring the Interface
working with Solids and Body Objects
Working with More Compound Objects
Using the Schematic View
Adyanced Materials
Painting in the Viewport Canvas
Using Peel Pelt and Spline Unwrapping
Using Spline Mapping
Creating Normal Maps
Adyanced Animation and Character Animation
Creating Image File Lists
Creating and Animating Bipeds
Adyanced Lighting and Rendering
Working with Advanced Lighting Materials
Rendering Surface Maps
Adyanced Effects
Adding Lens Effects
Creating neon
Auto Secondagy
Using Particle Flow Helpers
Debugging Test Actions
Adding Functionality
Printing and Creating Panoramic Images
Exploring the Available Primitive Objects
Discovering Additional Modeling and Animation Modifiers
Using Parametric Deformer Modifiers
Using Free Form Deforrner Modifiers
Subdivision Surface Modifiers
Setting Painter Options
Using Specialized Material Types
Exploring the Various Map Types
Miscellaneous maps
Examining the Animation Controllers
Jumping into Projects
Rendering the final animation
Modeling the Main Character
Creating the Landscape
Animating a Character

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About the author (2012)

Kelly L. Murdock has been writing computer books for many years. His credits include eleven editions of the bestselling 3ds Max Bible, five editions of Adobe Creative Suite Bible, Edgeloop Character Modeling For 3D Professionals Only, and many other books. He holds a degree in engineering with an emphasis on computer graphics.

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