George Maestri's 3ds Max at a Glance PDF

By George Maestri

ISBN-10: 0470179848

ISBN-13: 9780470179840

One glance and you may see that this 3ds Max e-book isn't the same as all of the others. It offers the middle 3ds Max good points in pages jam-packed with notable pics that completely illustrate the options. each one web page is loaded with specified causes on an important elements, corresponding to the 3ds Max interface, modeling and animation instruments, rendering settings, and extra. attractive step by step classes and projects supply hands-on reinforcement as you research. Create textures, research rigging, carry biped characters to life—even create hair with this pretty, full-color advisor.

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Drawing Lines The Line object under the Create panel will allow you to draw a line in a viewport. Lines are drawn by clicking in the viewport to lay down the vertices. Clicking the viewport creates the type of vertex defined under Initial Type, while clicking and dragging creates the type of vertex defined under Drag Type. This allows you to shape the line as it is drawn, reducing the amount of editing. Clicking creates the ìinitial” type of vertex. The Line object Create panel Clicking and dragging creates the “drag” type of vertex.

The Link Info rollout, located on the Command panel, controls how objects link to each other and inherit those links. qxd 10/26/07 9:28 PM Page 15 Scene Explorer 15 Scene Explorer Scene Explorer is a new feature in 3ds Max 2008. It presents a comprehensive view of all the objects in a scene. Objects can be sorted, filtered, and selected from within Scene Explorer. Changes can also be made to individual objects or groups of objects. Scene Explorer is very helpful for large scenes with many objects.

Control edges Control vertices The control cage allows you to visualize how mesh is being smoothed as well as control parameters such as weighting and creasing. Selecting a control vertex and increasing its weight draws the mesh toward it. Selecting a control edge and adding a crease creates a corner. By combining both methods, you can create sharp edges on an otherwise smooth mesh. TurboSmooth TurboSmooth is a simpler way to subdivide surfaces and will do much of the work of MeshSmooth without the overhead.

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3ds Max at a Glance by George Maestri


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