Download 3ds Max at a Glance (At a Glance) by George Maestri PDF

By George Maestri

One glance and you may see that this 3ds Max booklet isn't like the entire others. It provides the center 3ds Max beneficial properties in pages jam-packed with awesome portraits that completely illustrate the ideas. each one web page is loaded with unique causes on the most important elements, resembling the 3ds Max interface, modeling and animation instruments, rendering settings, and extra. enticing step by step classes and initiatives offer hands-on reinforcement as you study. Create textures, study rigging, carry biped characters to life—even create hair with this gorgeous, full-color consultant.

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Extra resources for 3ds Max at a Glance (At a Glance)

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You can click any object in the group to select the group object, and then transform or modify it however you choose. Groups can be nested, so you can group objects, and then group again with another set of groups or objects. qxd 14 10/26/07 9:28 PM Page 14 1 . Introduction to 3ds Max Linking Objects into Hierarchies 3ds Max can connect objects together in a hierarchy so that an object can parent other objects. Moving the parent object also moves the children. Hierarchies are very useful in animation because they can attach objects to one another, so when one object moves, the rest follow.

It is created by clicking on a viewport and dragging to define the base, and then dragging again to define the height. Sphere A sphere shape with the geometry represented as latitudinal and longitudinal lines. A sphere is created by clicking in a viewport and dragging to the desired size. Teapot This object is the standard Utah teapot. Click and drag to set the size. Cone A cone is created by clicking on a viewport and dragging to define the base, and then dragging again to define the height. Cylinder A cylinder is created by clicking on a viewport and dragging to define the base, and then dragging again to define the height.

Classic smooths the mesh to three- and four-sided faces, while Quad Output outputs only four-sided faces. The most robust and commonly used method is NURMS (non-uniform rational MeshSmooth), which allows for much more sophisticated control, such as weighting each control vertex. MeshSmooth also has the ability to apply smoothing in levels, so that part of an object can be smoothed differently than the rest. Iterations control how much the mesh is subdivided. You can select different values for the iterations shown in the viewports and for the iterations that are actually rendered.

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