3D Studio MAX is used to create special effects for films, television, advertisements and games. This book presents practical examples and exercises that teach novices and experienced users alike how to get the most from MAX. This text instructs about sculpting and texturing characters, putting them in motion, lighting the scene, and producing the final animation-for movies, games, television and even the Web. It also covers: understanding basic 3D concepts; familiarization with the MAX interface; using MAX modelling tools; applying keyframe animation, controllers and expressions in MAX; creating and refining materials; lighting and colouring scenes; rendering and optimizing animation; getting started with MAXScript; using MAXScript to build and animate scenes more easily; customizing the user interface; creating one's own plug-ins using MAXScript. The accompanying CD contains textures for use in one's own modelling projects, along with MAX plug-ins, a colour guide, and a range of sample animation files and images.
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The introduction says this is a book for people who have played around with 3D Studio Max, but are "missing some of the basics". In other words, maybe you've dipped into the documentation and completed a couple of projects, but want to go further and take yourself "to the next level in [your] progress towards true mastery".
While it claims not to be an exhaustive book, a tome that runs to nearly 750 pages surely can't leave an awful lot out. And, from a technical perspective, everything is covered in considerable detail. The structure is well suited to novices because it starts with an introduction to 3D graphics concepts and moves onto basic Studio Max concepts and the interface before dealing with modelling. As you move on through the book the subject matter becomes more advanced--relying on what's been covered earlier. Animation, materials, lighting, rendering and compositing get comprehensive sections. Then the final third of the book is devoted to MAXScript--the 3D Studio MAX scripting language.
The style is very much that of a software manual and the emphasis is firmly on techniques and procedures. For example hierarchical animation is demonstrated using an upper body comprised of spheres and cylinders rather than something more realistic. This means you quickly get to understand how things work, though the results, illustrated with black and white screenshots, can look less than spectacular. Consequently, if you feel confident about your artistic ability, but lack the technical expertise to implement your ideas this comprehensive manual will more than fill the gaps. --Ken McMahon
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