更新时间:2021-08-05 18:49:28
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3ds Max Speed Modeling for 3D Artists
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About the Author
About the Reviewers
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Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Chapter 1. First Launch: Getting to Know 3ds Max
Quick start: Jump into making models
Getting to know the User Interface
Default and custom UI schemes
Deciding on the best view navigation
Displaying your model for modeling
Setting scene units
Searching for content in the scene
Creating your own selection sets with Named Selections
Common changes to 3ds Max default preferences
Determining the hardware shading settings to use
Summary
Chapter 2. Model Shakedown: Make 3ds Max Work for you
Setting filters in the Display panel
Object Properties – Show Frozen in Gray
Object Properties – Animation trajectories
Object Properties – Render properties
Moving and rotating objects using pivot controls
Local Screen and Pick spaces
Cloning objects: Instances References and Snapshots
Adjusting modifiers in the viewport
Organizing a scene using Groups
Importing models
Using a template scene including lighting turntable camera and render settings
NVIDIA iray ActiveShade rendering
Chapter 3. The Base Model – A Solid Foundation in Polygon Modeling
Introducing the project
Adding image reference
Forming the base model
A preview of a sculpting workflow
Chapter 4. Mod My Ride: Extending upon a Base Model
Marking Poly Loops
Soft modeling
Using Poly Select to apply modifiers to Sub-Object selections
Generating shapes from edge selections
Shape construction and interpolation
Comparing the Sweep modifier with the Loft object
Smoothing Groups
Generating model forms using Cloth
Chapter 5. The Language of Machines: Designing and Building Model Components
A visual language for science fiction machinery
Spare parts
From primitive origins...
…Into outer space
A star ship construction walk-through
Chapter 6. The Cutting Edge: A Closer Look at 3ds Max Polygon Tools
New modeling and UI features in 3ds Max 2013
Sub-Object level editing tools via the Ribbon
Joining objects
Ribbon tools
Chapter 7. The Mystery of the Unfolding Polygons: Mapping Models for Texturing
The goal of UV mapping
Gaining familiarity with the Unwrap UVW editor
Combining texture islands to save draw calls
Just getting on with it...
Additional UV layout tools
Packing the layout
Finalizing the layout
Chapter 8. Custom Body Job: Painting using Viewport Canvas
Direct painting versus indirect painting
Starting a paint session
Tablet user's guide
Chapter 9. Go with the Flow Retopology in 3ds Max
Introduction
High poly model import
Retopology
Topology concerns for animation
WrapIt by The Pixel Hive
Finalizing the retopologized model
Chapter 10. Pushing the Envelope – Model Preparation for Animation and Games
ProOptimizer
Rigging the creature with CAT
Skinning the creature
Skin advanced parameters
Painting blend weights
Transfer of low poly skinning to a high poly mesh