Book description
Turn Your Ideas into High-Impact Architectural Visualizations
This Autodesk Official Training Guide helps you master the essentials of 3D modeling, texturing, animation, and rendering with 3ds Max Design—it has everything you need to create compelling visualizations of your projects with exciting CG filmmaking techniques. The book provides pages of real-world architectural examples that show you how to apply 3D concepts to your own work with striking results.
Whether you're just starting, upgrading, or preparing for the Autodesk 3ds Max Design 2011 Certified Associate or Certified Professional exams, this book offers the complete instruction you need to master this indispensable design tool.
Coverage includes:
Understanding the 3ds Max Design 2011 tools, menus, and interface
Editing meshes and creating complex shapes with surface modeling tools
Assembling high-impact scenes using the right design data and tools
Using the Lighting Analysis feature to analyze sustainable design features
Accessing the Autodesk Materials Library for just the right floor, wall, or finish
Applying the camera effectively during animated walk-throughs
Using mental ray® to achieve the most realistic rendering
Adding cinematic atmosphere and compositing your final designs
Seamlessly Link Data from the Revit Family of Products into 3ds Max Design 2011
Apply Concepts from Game Design to Transform Your Sketches
Work Faster Using the Polygon Modeling and Texturing Toolset
Produce Stunning, Detailed, Photorealistic Presentations for Clients
Prepare for the 3ds Max Design 2011 Certified Associate and Certified Professional Exams
Table of contents
- Copyright
- Dear Reader,
- Acknowledgments
- About the Authors
- Introduction
-
1. Getting to Know 3ds Max Design 2011
- 1.1. Introducing the New 3ds Max Design 2011 Features
- 1.2. What Was New in 3ds Max Design 2010
- 1.3. Getting Started with 3ds Max
-
1.4. Touring the Interface
- 1.4.1. The Menu Bar
- 1.4.2. The Quick Access Toolbar
- 1.4.3. The Information Center Toolbar
- 1.4.4. The Main Toolbar
- 1.4.5. Docked and Floating Toolbars
- 1.4.6. Toolbar Flyouts
- 1.4.7. The Viewports
- 1.4.8. Tools for Working with the Viewports
- 1.4.9. Getting to Know the Command Panel
- 1.4.10. Understanding 3ds Max's Tools
- 1.5. Working with Objects
- 1.6. Getting the View You Want
- 1.7. Working with the Custom UI and Defaults Switcher
- 1.8. 3ds Max Design 2011 Quick-Start
- 1.9. The Bottom Line
- 2. Introducing 3ds Max Objects
-
3. Creating Shapes with Splines
- 3.1. Drawing with Splines
- 3.2. Modifying a Shape Using Sub-object Levels
- 3.3. Outlining and Extruding Splines
- 3.4. Combining and Extruding Primitive Splines
- 3.5. Joining Closed Splines with Boolean Tools
- 3.6. Creating a Solid Form with Splines
- 3.7. Introducing the Other Spline Types
- 3.8. Editing Splines
- 3.9. Placing and Beveling Text
- 3.10. The Bottom Line
-
4. Editing Meshes and Creating Complex Objects
- 4.1. Creating Openings in a Wall with Boolean Operations
- 4.2. Tracing a Sketch
- 4.3. Editing Meshes
- 4.4. Using Instanced Clones to Create Symmetrical Forms
- 4.5. Attaching Objects to a Mesh
- 4.6. Smoothing Meshes
- 4.7. Creating and Modifying Objects Using Box Modeling
- 4.8. Creating Clones with Array and Snapshot
- 4.9. The Bottom Line
-
5. Working with External Design Data
- 5.1. Creating Topography with Splines
- 5.2. Setting Up an AutoCAD Plan for 3ds Max
- 5.3. Importing AutoCAD Plans into 3ds Max Design
- 5.4. Exploring the File Link Manager
- 5.5. Autodesk Products Throughout the Production Pipeline
- 5.6. Importing a Truss
- 5.7. Importing Revit Files into 3ds Max
- 5.8. The Bottom Line
- 6. Creating AEC Objects
-
7. Organizing and Editing Objects
- 7.1. Naming Objects
- 7.2. Organizing Objects by Layers
- 7.3. Lofting an Object
- 7.4. Using the Noise Modifier
- 7.5. Extruding with the Sweep Modifier
- 7.6. Aligning Objects
- 7.7. The Bottom Line
- 8. Light and Shadow
-
9. Enhancing Models with Materials
-
9.1. Understanding Bitmap Texture Maps
-
9.1.1. Diffuse Color Maps
- 9.1.1.1. Diffuse Maps
- 9.1.1.2. Specular Color Maps
- 9.1.1.3. Specular Level Maps
- 9.1.1.4. Glossiness/Shininess Maps
- 9.1.1.5. Self-Illumination/Luminance Maps
- 9.1.1.6. Filter Color Maps
- 9.1.1.7. Opacity/Transparency Maps
- 9.1.1.8. Bump Maps
- 9.1.1.9. Reflection Maps
- 9.1.1.10. Refraction Maps
- 9.1.1.11. Displacement Maps
- 9.1.2. Surface Properties
- 9.1.3. The Physical Qualities Rollout
- 9.1.4. The Special Effects Rollout
-
9.1.1. Diffuse Color Maps
- 9.2. Adding Materials to Objects
- 9.3. Understanding Material Libraries
- 9.4. Editing Materials
- 9.5. Understanding Mapping Coordinates
- 9.6. Using the Standard Material
- 9.7. Map Scalar Modifiers
- 9.8. Adding Entourage
- 9.9. Assigning Materials to Parts of an Object
- 9.10. Exploring the Autodesk Materials
- 9.11. The Material Utilities
- 9.12. Modeling with Displacement Maps
- 9.13. Additional Mapping and Material Features
- 9.14. The Bottom Line
-
9.1. Understanding Bitmap Texture Maps
-
10. Using the 3ds Max Camera
- 10.1. Understanding the 3ds Max Camera
- 10.2. Setting Up an Interior View
- 10.3. Creating an Environment
- 10.4. Immersive Environments for Animation
- 10.5. Using Render Types
- 10.6. Render Elements for Compositing
-
10.7. Matching Your Scene to a Background Image
- 10.7.1. Setting Up the Model and the Image
- 10.7.2. Adding the Background Image
- 10.7.3. Adding the Camera Match Points
- 10.7.4. Aligning the Camera Match Points to the Background Image
- 10.7.5. Fine-Tuning a Camera-Matched View
- 10.7.6. Matching the Design Image Quality to the Background
- 10.7.7. Standard Cinematic Terminology
- 10.8. The Bottom Line
-
11. Organizing Objects and Scene Management
- 11.1. Gaining Access to Materials and Objects from Other Files
- 11.2. Arranging Furniture with XRefs and the Asset Browser
- 11.3. Replacing Objects with Objects from an External File
- 11.4. Arranging Furniture with XRef Scenes
- 11.5. Using the Rendered Frame Window
- 11.6. Using the Asset Browser on the Internet
- 11.7. Tracking and Locating a Scene's Assets
- 11.8. Creating Panoramas
- 11.9. Publishing a DWF File
- 11.10. The Bottom Line
-
12. Understanding Animation
- 12.1. Understanding the World of Video Time
- 12.2. Creating a Quick-Study Animation
- 12.3. Understanding Keyframes
- 12.4. Increasing the Number of Frames in an Animation Segment
- 12.5. Accelerating and Decelerating the Camera Motion Smoothly
- 12.6. Editing Keyframes
-
12.7. Adding More Frames for Additional Camera Motion
- 12.7.1. Adding Frames to the End of a Segment
- 12.7.2. Adjusting the Camera Motion through a Keyframe
- 12.7.3. Compressing and Expanding Time
- 12.7.4. Adjusting the Camera Trajectory Using the Track View
- 12.7.5. Increasing the Number of Frames between Selected Keys
- 12.7.6. Speeding Up the Preview Rendering Time
- 12.8. Adding Frames to the Beginning of a Segment
- 12.9. Other Options for Previewing Your Motion
- 12.10. Moving the Camera Target over Time
- 12.11. Controlling Lights over Time
- 12.12. The Bottom Line
- 13. Creating Animations
-
14. Advanced Rendering Using mental ray
- 14.1. Understanding mental ray
- 14.2. Using Photon Maps
- 14.3. Final Gathering
- 14.4. Contour Renderings
- 14.5. Using the mr MultiMap Material
- 14.6. Skylight Global Illumination
- 14.7. Using High Dynamic Range Images
- 14.8. Using mr Proxy Objects
- 14.9. Using IES Files
- 14.10. Using Lighting Analysis
- 14.11. The Bottom Line
-
15. Finishing It Off: Atmosphere, Effects, and Compositing
- 15.1. Adding Atmospheric Effects
- 15.2. Using Hair and Fur to Add Grass
- 15.3. Using Glare
- 15.4. Creating Stereoscopic Renders in 3ds Max
- 15.5. Using Autodesk Composite 2011
- 15.6. The Bottom Line
-
I. Appendices
-
A. The Bottom Line
- A.1. Getting to Know 3ds Max Design 2011
- A.2. Introducing 3ds Max Objects
- A.3. Creating Shapes with Splines
- A.4. Editing Meshes and Creating Complex Objects
- A.5. Working with External Design Data
- A.6. Creating AEC Objects
- A.7. Organizing and Editing Objects
- A.8. Light and Shadow
- A.9. Enhancing Models with Materials
- A.10. Using the 3ds Max Camera
- A.11. Organizing Objects and Scene Management
- A.12. Understanding Animation
- A.13. Creating Animations
- A.14. Advanced Rendering Using mental ray
- A.15. Finishing It Off: Atmosphere, Effects, and Compositing
-
B. Modifiers, Maps, and Materials
-
B.1. Modifiers
- B.1.1. Selection Modifiers
- B.1.2. World-Space Modifiers
-
B.1.3. Object-Space Modifiers
- B.1.3.1. Affect Region
- B.1.3.2. Automatic Flatten UVs
- B.1.3.3. Bend
- B.1.3.4. Bevel
- B.1.3.5. Bevel Profile
- B.1.3.6. Camera Correction Modifier
- B.1.3.7. Camera Map (OSM)
- B.1.3.8. Cap Holes
- B.1.3.9. Cloth
- B.1.3.10. CrossSection
- B.1.3.11. DeleteMesh
- B.1.3.12. DeletePatch
- B.1.3.13. DeleteSpline
- B.1.3.14. Disp Approx
- B.1.3.15. Displace
- B.1.3.16. Edit Mesh
- B.1.3.17. Edit Patch
- B.1.3.18. Edit Poly
- B.1.3.19. Edit Spline
- B.1.3.20. Extrude
- B.1.3.21. Face Extrude
- B.1.3.22. FFD (2 × 2 × 2, 3 × 3 × 3, 4 × 4 × 4)
- B.1.3.23. FFD (Box)
- B.1.3.24. FFD (Cyl)
- B.1.3.25. Fillet/Chamfer
- B.1.3.26. Garment Maker
- B.1.3.27. HSDS
- B.1.3.28. Lathe
- B.1.3.29. Lattice
- B.1.3.30. LS Mesh
- B.1.3.31. MapScaler
- B.1.3.32. Material
- B.1.3.33. MaterialByElement
- B.1.3.34. Melt
- B.1.3.35. MeshSmooth
- B.1.3.36. Mirror
- B.1.3.37. MultiRes
- B.1.3.38. Noise
- B.1.3.39. Normal
- B.1.3.40. Normalize Spline
- B.1.3.41. Optimize
- B.1.3.42. PatchDeform
- B.1.3.43. PathDeform
- B.1.3.44. Preserve
- B.1.3.45. ProOptimizer
- B.1.3.46. Push
- B.1.3.47. Quadrify Mesh
- B.1.3.48. Relax
- B.1.3.49. Renderable Spline
- B.1.3.50. Ripple
- B.1.3.51. Shell
- B.1.3.52. Skew
- B.1.3.53. Slice
- B.1.3.54. Smooth
- B.1.3.55. Spherify
- B.1.3.56. Squeeze
- B.1.3.57. STL Check
- B.1.3.58. Stretch
- B.1.3.59. Subdivide
- B.1.3.60. Substitute
- B.1.3.61. Surface
- B.1.3.62. SurfDeform
- B.1.3.63. Sweep
- B.1.3.64. Symmetry
- B.1.3.65. Taper
- B.1.3.66. Tessellate
- B.1.3.67. Trim/Extend
- B.1.3.68. TurboSmooth
- B.1.3.69. Turn To Modifiers
- B.1.3.70. Twist
- B.1.3.71. Unwrap UVW
- B.1.3.72. UVW Map
- B.1.3.73. UVW XForm
- B.1.3.74. Wave
- B.1.3.75. XForm
-
B.2. Materials and Maps
-
B.2.1. The mental ray Materials
- B.2.1.1. Arch & Design
- B.2.1.2. Autodesk Ceramic
- B.2.1.3. Autodesk Concrete
- B.2.1.4. Autodesk Generic
- B.2.1.5. Autodesk Glazing
- B.2.1.6. Autodesk Hardwood
- B.2.1.7. Autodesk Masonry CMU
- B.2.1.8. Autodesk Metal
- B.2.1.9. Autodesk Metallic Paint
- B.2.1.10. Autodesk Mirror
- B.2.1.11. Autodesk Plastic/Vinyl
- B.2.1.12. Autodesk Solid Glass
- B.2.1.13. Autodesk Stone
- B.2.1.14. Autodesk WallPaint
- B.2.1.15. Autodesk Water
- B.2.1.16. Car Paint
- B.2.1.17. Matte/Shadow/Reflection
- B.2.1.18. mental ray
- B.2.1.19. Subsurface Scattering Fast Material, Subsurface Scattering Fast Skin, Subsurface Scattering Fast Skin+Displacement, and Subsurface Scattering Physical
-
B.2.2. mental ray Shader Map Types
- B.2.2.1. Ambient/Reflective Occlusion
- B.2.2.2. Car Paint
- B.2.2.3. Color Override/Ray Type Switcher
- B.2.2.4. Edge
- B.2.2.5. Environment Blur
- B.2.2.6. Environment Probe/Chrome Ball
- B.2.2.7. Environment Probe/Gray Ball
- B.2.2.8. Environment/Background Camera Map
- B.2.2.9. Environment/Background Switcher
- B.2.2.10. Facade
- B.2.2.11. Gamma & Gain
- B.2.2.12. Glow
- B.2.2.13. Kelvin Temperature Color
- B.2.2.14. Landscape
- B.2.2.15. Material to Shader
- B.2.2.16. Metal
- B.2.2.17. mr Labeled Element
- B.2.2.18. mr Physical Sky
- B.2.2.19. Multi/Sub-Map
- B.2.2.20. Object Color
- B.2.2.21. Ocean
- B.2.2.22. RPC_texture
- B.2.2.23. Shader List (Texture)
- B.2.2.24. Stain
- B.2.2.25. Subsurface Scattering Physical
- B.2.2.26. Translucency
- B.2.2.27. Transmat
- B.2.2.28. Water Surface
- B.2.2.29. Wet/Dry Mixer
-
B.2.3. Materials (Blue Spheres)
- B.2.3.1. None
- B.2.3.2. Advanced Lighting Override
- B.2.3.3. Architectural
- B.2.3.4. Blend
- B.2.3.5. Composite
- B.2.3.6. DirectX Shader
- B.2.3.7. Double Sided
- B.2.3.8. Ink 'n Paint
- B.2.3.9. Matte/Shadow
- B.2.3.10. Multi/Sub-Object
- B.2.3.11. Raytrace
- B.2.3.12. Shell Material
- B.2.3.13. Shellac
- B.2.3.14. Standard
- B.2.3.15. Top/Bottom
- B.2.3.16. XRef Material
-
B.2.4. Maps (Green Parallelogram)
- B.2.4.1. None
- B.2.4.2. Bionatics Normal Map
- B.2.4.3. Bitmap
- B.2.4.4. BnxNormalMapTex
- B.2.4.5. Camera Map per Pixel
- B.2.4.6. Cellular
- B.2.4.7. Checker
- B.2.4.8. Color Correction
- B.2.4.9. Combustion
- B.2.4.10. Composite
- B.2.4.11. Dent
- B.2.4.12. Falloff
- B.2.4.13. Flat Mirror
- B.2.4.14. Gradient
- B.2.4.15. Gradient Ramp
- B.2.4.16. Marble
- B.2.4.17. Mask
- B.2.4.18. Mix
- B.2.4.19. Noise
- B.2.4.20. Normal Bump
- B.2.4.21. Output
- B.2.4.22. Particle Age
- B.2.4.23. Particle MBlur
- B.2.4.24. Perlin Marble
- B.2.4.25. Raytrace
- B.2.4.26. Reflect/Refract
- B.2.4.27. RGB Multiply
- B.2.4.28. RGB Tint
- B.2.4.29. Smoke
- B.2.4.30. Speckle
- B.2.4.31. Splat
- B.2.4.32. Stucco
- B.2.4.33. Swirl
- B.2.4.34. Thin Wall Refraction
- B.2.4.35. Tiles
- B.2.4.36. Vertex Color
- B.2.4.37. Waves
- B.2.4.38. Wood
-
B.2.1. The mental ray Materials
-
B.1. Modifiers
-
C. Inverse Kinematics and MAXScript
-
C.1. Assembling an Articulated Luminaire
- C.1.1. Transforming Pivot Points
- C.1.2. Aligning the Light Source with the Fixture
-
C.1.3. Using Schematic View
- C.1.3.1. Forward Kinematics
- C.1.3.2. Inverse Kinematics
- C.1.3.3. IK Solvers
- C.1.3.4. Joint Constraints
- C.1.3.5. Testing IK Joint Constraints
- C.1.3.6. Using the HD Solver
- C.1.3.7. Binding the End Effector to Its Parent
- C.1.3.8. Testing the Articulated Chain
- C.1.3.9. Assembling the Luminaire
- C.1.3.10. Wiring Parameters
- C.2. 3ds Max Scripting with MAXScript
-
C.1. Assembling an Articulated Luminaire
- D. The Autodesk 3ds Max Design 2011 Certification Exams
-
A. The Bottom Line
Product information
- Title: Mastering Autodesk® 3ds Max® Design 2011: Autodesk Offical Training Guide
- Author(s):
- Release date: August 2010
- Publisher(s): Sybex
- ISBN: 9780470882627
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