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3D Studio Max R3 Bible

 

3D Studio Max R3 Bible

Jacquelin Vanderwood

August 1, 2000

A GREAT BOOK! WHAT A BIBLE FOR 3D STUDIO MAX R3!

Here's the book EVERYONE needs if they really want to learn 3D Studio Max R3 the professional way and have a working knowledge of it. I love the way this book is written because the author has given this highly technical book a personal touch which helps to explain in a more user friendly manner how to accomplish the tasks set before us. He touches on every aspect of 3D Studio Max R3 giving very detailed information enabling users from beginner to advanced a wealth of knowledge with which to accomplish a project. This book is written with several types of "learners" in mind. Some people learn from visual stimulation while others procure their knowledge through reading. The book comes with a CD filled with models, demo, chapter files, and plug-ins. 

The book is organized into logical sections covering how to get started using Max, working with objects, modeling, materials and maps, lights and cameras, particle systems and space warps, model systems, animation, rendering and post-production, and extending Max. And as added help, the book uses a variety icons to direct our attention to a specific point of interest such as note, tip, caution, new feature, cross-reference, and what's on the CD. 

What's in the book? Each section has several chapters in them. Part I covers how to get started with chapters on what's new, exploring the Max interface, and customizing it. Part II covers working with objects with chapters on referencing external objects, importing and exporting, cloning objects and using arrays, selecting and grouping objects, transforming objects, and modifying objects. Part III touches on modeling with chapters on creating primitive objects,, working the splines shapes and meshes, creating patches and loft objects, building compound objects, and working with NURBS. Part IV is on materials and maps with chapters on exploring the material editor, using material maps, and working with materials and maps. Part V covers lights and cameras, with chapters on controlling lights and lighting special effects, controlling cameras, and camera matching and tracking. Part VII is model systems with chapters on building linked hierarchies, using schematic view, and creating an inverse kinematics system. Part VIII covers animation with chapters on animation basics, working with the track view, animating with controllers, using expressions, and creating a dynamic simulation. Part IX is on rendering and post-production covering working with backgrounds, environments, and atmospheric effects, along with setting rendering parameters, using render effects, using network rendering, and using the video post interface. And finally, Part X is on extending MAX with chapters covering extending MAX with plug-ins, and using MAXScript. Along with all these sections we have Appendix's A, B, and C which cover configuring a system for 3D Studio MAX, exclusive Bible plug-ins, and what on the CD.

Below are some examples from the CD:

I could go into much greater detail on what you could find in this book but I won't because that could end up being a book on it's own. Suffice it to say, this is a GREAT book, well written, and I love it. I recommend it to all. Thanks for writing this very intuitive and helpful book on 3D Studio MAX R3. I'll re-read it religiously.

System Requirements
3D Studio MAX R3
A good pair of reading glasses
A CD-Rom

Copyright 2000, Jacquelin Vanderwood, All Rights Reserved



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