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    Kelly L. Murd

    Start creating today witha Quick Start tutorial

    Masterthe basics throughadvanced techniques

    Shine in the red-hot3D gaming market

    The book you need to succeed!

    3ds Max

    2010

    DVD Included! Examples and content from the book Models and textures you can customize Searchable, full-color PDF of the book

    Full-color Insert 16-page full-color insert with

    cutting-edge examples

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    3ds Max 2010Bible

    Kelly L. Murdock

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    3ds Max 2010 Bible

    Published byWiley Publishing, Inc.10475 Crosspoint BoulevardIndianapolis, IN 46256www.wiley.com

    Copyright 2009 by Wiley Publishing, Inc., Indianapolis, Indiana

    Published simultaneously in Canada

    ISBN: 978-0-470-47191-3

    Manufactured in the United States of America

    No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means,

    electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 ofthe 1976 United States Copyright Act, without either the prior written permission of the Publisher, or authorizationthrough payment of the appropriate per-copy fee to the Copyright Clearance Center, 222 Rosewood Drive, Danvers, MA01923, (978) 750-8400, fax (978) 646-8600. Requests to the Publisher for permission should be addressed to thePermissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, 201-748-6011, fax 201-748-6008, or online at http://www.wiley.com/go/permissions.

    LIMIT OF LIABILITY/DISCLAIMER OF WARRANTY: THE PUBLISHER AND THE AUTHOR MAKE NOREPRESENTATIONS OR WARRANTIES WITH RESPECT TO THE ACCURACY OR COMPLETENESS OF THECONTENTS OF THIS WORK AND SPECIFICALLY DISCLAIM ALL WARRANTIES, INCLUDING WITHOUTLIMITATION WARRANTIES OF FITNESS FOR A PARTICULAR PURPOSE. NO WARRANTY MAY BE CREATEDOR EXTENDED BY SALES OR PROMOTIONAL MATERIALS. THE ADVICE AND STRATEGIES CONTAINEDHEREIN MAY NOT BE SUITABLE FOR EVERY SITUATION. THIS WORK IS SOLD WITH THE UNDERSTANDING

    THAT THE PUBLISHER IS NOT ENGAGED IN RENDERING LEGAL, ACCOUNTING, OR OTHER PROFESSIONALSERVICES. IF PROFESSIONAL ASSISTANCE IS REQUIRED, THE SERVICES OF A COMPETENT PROFESSIONALPERSON SHOULD BE SOUGHT. NEITHER THE PUBLISHER NOR THE AUTHOR SHALL BE LIABLE FORDAMAGES ARISING HEREFROM. THE FACT THAT AN ORGANIZATION OR WEBSITE IS REFERRED TO INTHIS WORK AS A CITATION AND/OR A POTENTIAL SOURCE OF FURTHER INFORMATION DOES NOT MEANTHAT THE AUTHOR OR THE PUBLISHER ENDORSES THE INFORMATION THE ORGANIZATION OR WEBSITEMAY PROVIDE OR RECOMMENDATIONS IT MAY MAKE. FURTHER, READERS SHOULD BE AWARE THATINTERNET WEBSITES LISTED IN THIS WORK MAY HAVE CHANGED OR DISAPPEARED BETWEEN WHENTHIS WORK WAS WRITTEN AND WHEN IT IS READ.

    For general information on our other products and services or to obtain technical support, please contact our CustomerCare Department within the U.S. at (877) 762-2974, outside the U.S. at (317) 572-3993 or fax (317) 572-4002.

    Library of Congress Control Number: 2009930880

    Trademarks: Wiley, the Wiley logo, and related trade dress are trademarks or registered trademarks of John Wiley &Sons, Inc. and/or its affiliates, in the United States and other countries, and may not be used without written permission.3ds Max is a registered trademark of Autodesk, Inc. All other trademarks are the property of their respective owners. WileyPublishing, Inc., is not associated with any product or vendor mentioned in this book.

    Wiley also publishes its books in a variety of electronic formats. Some content that appears in print may not be available inelectronic books.

    Certain image(s) and materials contained in this publication were reproduced with the permission of Autodesk, Inc. 2009 Autodesk, Inc. All rights reserved.

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    When I was young,

    I wanted to be King.

    The thought of such a title,

    Seemed like such a noble thing.

    When I started school

    I changed my sight,

    And class president

    Sounded just right.

    In high school sports,

    The place for me,

    Was team captain

    For all to see.

    The years in college

    Held a different goal still

    And top of the class

    Seemed to fit the bill.

    Now, finally I have

    The spot I wanted all my life,

    Head of my own house

    Following the orders of my wife.

    To my Uncle Peter, who as a Prins has made me royal indeed, 2009

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    About the Author

    Kelly Murdock has been authoring computer books for many years now and still gets immense enjoy-ment from the completed work. His book credits include various 3D, graphics, multimedia, and Webtitles, including nine previous editions of this book, 3ds Max Bible. Other major accomplishmentsinclude Google SketchUp Bible,Edgeloop Character Modeling for 3D Professionals Only, Maya 6 and 7Revealed,LightWave 3D 8 Revealed, The Official Guide to Anime Studio, Poser 6 and 7 Revealed, 3D Game

    Animation For Dummies, gmax Bible,Adobe Atmosphere Bible , Master VISUALLY HTMLandXHTML,JavaScript Visual Blueprint, and co-authoring duties on two editions of the Illustrator Bible (for versions 9and 10) and four editions of theAdobe Creative Suite Bible.

    With a background in engineering and computer graphics, Kelly has been all over the 3D industry andstill finds it fascinating. Hes used high-level CAD workstations for product design and analysis, com-pleted several large-scale visualization projects, created 3D models for feature films and games, workedas a freelance 3D artist, and even done some 3D programming. Kellys been using 3D Studio since ver-sion 3 for DOS. Kelly has also branched into training others in 3D technologies. He currently works as aproduction manager for an upcoming game company.

    In his spare time, Kelly enjoys playing basketball.

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    Credits

    Senior Acquisitions EditorStephanie McComb

    Project Editor

    Martin V. Minner

    Technical Editor

    Chris Murdock

    Editorial Director

    Robyn Siesky

    Editorial ManagerCricket Krengel

    Business Manager

    Amy Knies

    Senior Marketing Manager

    Sandy Smith

    Vice President and Executive Group

    PublisherRichard Swadley

    Vice President and Executive PublisherBarry Pruett

    Project CoordinatorKatie Crocker

    Graphics and Production Specialists

    Andrea HornbergerJennifer MayberryChristin SwinfordRonald Terry

    Quality Control Technicians

    John GreenoughSusan Moritz

    ProofreadingChristine Sabooni

    IndexingBIM Indexing & Proofreading Services

    Media Development Project Manager

    Laura Moss-Hollister

    Media Development Assistant Project

    ManagerJenny Swisher

    Media Development Associate Producer

    Josh Frank

    Media Development Quality AssuranceShawn Patrick

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    vi

    Preface ..............................................................................................................................................xxxixAcknowledgments ................................................................................................................................xlv

    Part I: Getting Started with 3ds Max . . . . . . . . . . . . . . . . . . . . .1Quick Start: Landing a Space Vehicle ...................................................................................................... 3Chapter 1: Exploring the Max Interface ................................................................................................ 13Chapter 2: Controlling and Configuring the Viewports ......................................................................... 35Chapter 3: Working with Files, Importing, and Exporting .................................................................... 73Chapter 4: Customizing the Max Interface and Setting Preferences .......................................................99

    Part II: Working with Objects. . . . . . . . . . . . . . . . . . . . . . . . 127Chapter 5: Creating and Editing Primitive Objects ..............................................................................129Chapter 6: Selecting Objects and Setting Object Properties ................................................................. 159Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping ...................................................189Chapter 8: Cloning Objects and Creating Object Arrays .....................................................................219Chapter 9: Grouping, Linking, and Using Containers ......................................................................... 241

    Part III: Modeling Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . 255Chapter 10: Accessing Subobjects and Using Modeling Helpers .......................................................... 257Chapter 11: Introducing Modifiers and Using the Modifier Stack........................................................271Chapter 12: Drawing and Editing 2D Splines and Shapes ...................................................................303Chapter 13: Modeling with Polygons and Using the Graphite Modeling Tools .................................... 347

    Part IV: Materials, Cameras, and Lighting Basics . . . . . . . . . 389Chapter 14: Using the Material Editor and the Material Explorer ........................................................ 391Chapter 15: Creating and Applying Standard Materials ....................................................................... 413Chapter 16: Adding Material Details with Maps ..................................................................................425Chapter 17: Creating Compound Materials and Using Material Modifiers ........................................... 461Chapter 18: Configuring and Aiming Cameras ....................................................................................475Chapter 19: Using Lights and Basic Lighting Techniques .................................................................... 491

    Part V: Animation and Rendering Basics . . . . . . . . . . . . . . . 519Chapter 20: Understanding Animation and Keyframes .......................................................................521Chapter 21: Animating with Constraints and Simple Controllers ........................................................ 545Chapter 22: Rendering a Scene ........................................................................................................... 565

    Part VI: Advanced Modeling . . . . . . . . . . . . . . . . . . . . . . . . 587Chapter 23: Building Complex Scenes with XRefs and Using Asset Tracking ......................................589Chapter 24: Working with the Schematic View ...................................................................................603Chapter 25: Deforming Surfaces and Using the Mesh Modifiers .......................................................... 621Chapter 26: Working with Compound Objects .................................................................................. 641Chapter 27: Modeling with Patches and NURBS .................................................................................679Chapter 28: Adding and Styling Hair and Fur, and Using Cloth .........................................................703

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    vii

    Part VII: Advanced Materials . . . . . . . . . . . . . . . . . . . . . . . . 721Chapter 29: Using Specialized Material Types .....................................................................................723Chapter 30: Painting in the Viewport Canvas and Rendering Surface Maps ........................................737Chapter 31: Unwrapping UVs and Mapping Textures ......................................................................... 749Chapter 32: Creating Baked Textures and Normal Maps ..................................................................... 773

    Part VIII: Advanced Animation Techniques . . . . . . . . . . . . . 783Chapter 33: Using Animation Modifiers and Complex Controllers......................................................785Chapter 34: Animating with the Expression Controller and Wiring Parameters ..................................813Chapter 35: Working with Function Curves in the Track View ........................................................... 831Chapter 36: Using Animation Layers and the Motion Mixer ................................................................ 869

    Part IX: Dynamic Animation . . . . . . . . . . . . . . . . . . . . . . . . . 885Chapter 37: Creating Particles and Particle Flow .................................................................................887Chapter 38: Using Space Warps .......................................................................................................... 917Chapter 39: Simulating Physics-Based Motion with reactor ................................................................. 939Chapter 40: Animating Hair and Cloth ...............................................................................................961

    Part X: Working with Characters . . . . . . . . . . . . . . . . . . . . . 969Chapter 41: Understanding Rigging and Working with Bones ............................................................ 971Chapter 42: Working with Inverse Kinematics ....................................................................................979Chapter 43: Creating and Animating Bipeds and Crowds ................................................................... 997Chapter 44: Skinning Characters ...................................................................................................... 1025

    Part XI: Advanced Lighting and Rendering . . . . . . . . . . . . . 1043Chapter 45: Working with Advanced Lighting, Light Tracing, and Radiosity .................................... 1045Chapter 46: Using Atmospheric and Render Effects .......................................................................... 1063Chapter 47: Rendering with mental ray ............................................................................................1095Chapter 48: Batch and Network Rendering ....................................................................................... 1107Chapter 49: Compositing with Render Elements and the Video Post Interface .................................. 1123

    Part XII: MAXScript and Plug-Ins . . . . . . . . . . . . . . . . . . . . 1155Chapter 50: Automating with MAXScript.......................................................................................... 1157Chapter 51: Expanding Max with Third-Party Plug-Ins..................................................................... 1195

    Appendix A: Whats New with 3ds Max 2010 ...................................................................................1203Appendix B: Whats on the DVD ....................................................................................................... 1207

    Index ................................................................................................................................................1211End User License Agreement.............................................................................................................1249