How to Cheat in 3ds Max 2015: Get Spectacular Results Fast

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CRC Press, Sep 15, 2014 - Art - 328 pages

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.

 

Contents

Make the new old again
10
Basics
17
Transforms and coordinates
26
3ds
63
11
76
Multiple maps
81
Gradual mix
94
Concavity
100
Character Animation
183
Walking in your footsteps
194
Biped foot control
200
12
225
222
265
Spinning wheels
272
Logo polishing
280
Render passes with state sets 228
286

Basic mental ray materials 1 08
106
Lighting Shadows
111
Bright sunshiny
118
Daylight savings time
124
68
170
Dont trust your eyes
292
Auto render elements
298
Nitrous viewport
305
Copyright

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About the author (2014)

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.

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