Tutorials: Animation - Autodesk | 3ds Max Design, Engineering 3ds Max 10 Online Character Animation Tutorials Keywords in the book can be explored. I cant tell you what book. because max is big, no one book will cover it . Personally I think DVDs and online tutorials are easier to follow than. Being a 3ds Max artist myself for 13 years, I would not suggest “referring a book” to be the best way to learn it. Referring to Video Tutorials.
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The strength of this book is that it teaches all of the important concepts in an easy to understand Autodesk 3ds Max for Beginners: A Tutorial Approach. Welcome to the world of Autodesk 3ds Max, a 3D modeling, animation, and If you download a new print edition of this book (or downloadd one in the past), you can. Learning made easier with the best 3DS Max books on; tools, features, basic techniques and step by step tutorials. Ideal for everyone!.
Showing the result in the 3ds Max interface see figure below provides a huge hint and a feeling of security when you see that what you've done looks like the screen shot. The ProOptimizer modifier in the Modify panel upper right of figure Click figure above for larger version. Each lesson is exactly two pages long. This has some definite advantages: For one, you can set the book up in front of you and see the whole lesson, without having to turn pages.
It also forces the author to stay very much on topic, so that there is usually just one very clear task that you are trying to accomplish. Keeping each topic short also means that the author can cover a good number of topics in pages. On the other hand, there is only so much complexity and detail that can be communicated in two pages.
The author overcomes this limitation to some extent by continuing a single project over several lessons.
Still, overall, the book focuses on the quick and sometimes the "quick and dirty" as opposed to the intricate and detailed. Not that "quick and dirty" is always to be disparaged.
As the author points out in the introduction, if you have delivered quickly, and your client or boss is happy, it's hard to find a downside. It's easy to get carried away with perfectionism and details that are invisible in the final product. This book is a constant reminder not to do that. Despite the compact format of the lessons, How to Cheat in 3ds Max does not confine itself to the simplistic or trivial. It gets into some advanced features such as the UVW Unwrap modifier, normal mapping, and how to configure lighting for best results using the Mental Ray renderer.
Still, the two-page format for each lesson does impose some restrictions on what can be attempted. Even when advanced topics are broached, it is usually with a fairly straightforward example, and touching on only a limited number of options. In addition, the necessary compression of this format often leads the author to show the interface and describe what you need to do, but not in a step-by-step "select this radio button, then click this button" fashion.
Instead, you get something like, "Set up this type of effect on the Effects tab of the Environment and Effects dialog by adding Lens Effects and making an omni light the source of the effect. In addition, don't neglect the accompanying CD, which, in addition to containing all the textures and models you'll need to complete the lessons, has starter scenes, final scenes and animations.
Despite some inherent limitations, this is a great book which delivers exactly what it promises: Click the link below to download: Get Spectacular Results Fast.
At first glance, 3ds max Bible by Kelly L.
Murdock might appear to be the polar opposite of How to Cheat in 3ds Max -- and to an extent, that is true: Where How to Cheat is slender, Bible is a door-stop. Where How to Cheat is ablaze with full-color illustrations and screen shots, Bible 's visual material is black and white, and there is much less of it proportionally.
Though the introductory material for the book promises color versions of the pictures on the DVD, that is not the case. On closer examination, though, 3ds max Bible is not just an exhaustive reference.
The section starts right off with a fun example, "Landing a Space Vehicle. A page from the "Landing a Space Vehicle" tutorial. Click figure above for larger version. This is a change from the previous nine editions of the book, which put both basic and advanced information on a particular topic such as materials, lighting or animation in one section. The idea of the new organization is that novices can proceed front-to-back through the book with less danger of getting overloaded with too much information in the early pages.
Throughout the book, the author balances teaching new skills on the one hand with cataloguing and explaining Max's rich capabilities on the other. The reader acquires skills by working through the numerous short step-by-step examples, and gains both basic and deeper understanding by reading descriptions which, in terms of page count, far outweigh the tutorials.
The author often exhibits a real talent for making basic concepts clear. For instance, here's the beginning of the section on "Understanding Maps": To understand a material map, think of this example. Cut the label off of a soup can, scan it into the computer, and save the image as a bitmap. You can then create a cylinder with roughly the same dimensions as the can, load the scanned label image as a material map, and apply it to the cylinder object to simulate the original soup can.
Very basic, and I think very clear and intuitive even to someone who has never heard of a material map before. However, more advanced and much less intuitive material often follows hard on the heels of the basics. Alternatively if the shelves are evenly spaced it is possible to use the same technique in a 2D array to automatically create all the shelving based on simple height and width dimensions.
Please see the scene files for examples of both techniques. By completing this tutorial you will be able to: Randomise geometry and control the probability of a segment being selected.
Randomise materials. Adjust alignment and rotation,translation and scale using the transform operator Use conditional operators to test distance along a spline segment. Nest generators. Preparing the geometry No special modelling is required for the books used in this style. The books use two material IDs. ID 1 is reserved for the page edges and 2 is assigned to the book's cover. The multi-sub material already applied to the RailClone object has 99 book cover textures from IDs 2 - Book Textures The textures used in this tutorial were created by Nikita Gushchin.
Due to licensing restrictions they are not included in the download but can be obtained free by visiting HQ Details. Simply drop the. Download Contents The exercise files for this tutorial includes the following. Creating the style. Step 1. To save time there are 11 book already added to the style, none of the segment's default settings have been changed.
Add a new L1S operator and Spline node and wire them together. To randomise the textures on the books, add a new Material operator. Set the From and To values to reflect the number of maps you will be using. In this case we have 99 textures so set the From value to 2, and the To value to Add a new Randomise operator. You will now have a randomised selection of books following the spline. We want the spline to represent the back of the shelving so we need to move the alignment point on the Y axis.
To avoid having to do this individually for every segment, add a new Transform operator between the Randomise and Material nodes.
To add more variety to the books we can add a little size and Y translation randomisation.
Use the settings as illustrated in the screen shot below: At the end of the spline you will notice that some books are being sliced. We could turn on the generator's adaptive mode to prevent this but when using segments with random widths you will get occasional overshoots which is not ideal. Instead we will use a conditional operator to stop segments from being generated near the end of the spline segment's length.
To do this add a new Conditional operator between the Transform and the Material node.
In the Conditional operator's Spline settings, turn on Position and pick On Section from the drop down menu. Set the percentage value to This value may need to be adjusted depending on the length of the spline so you may wish to export it for easy access.
To create the stacks and angled books we'll nest multiple RailClone objects. In the next two steps we'll create these two new styles and in the final step incorporate them with the books we just created. Step 2. We now have a stack of books but the alignment needs to be changed.