Cover image for Mastering the art of production with 3ds max 4
Title:
Mastering the art of production with 3ds max 4
Personal Author:
Publication Information:
Albany, N.Y. : Thomson Learning 2002
Physical Description:
1 CD-ROM ; 12 cm
ISBN:
9780766834705
General Note:
Accompanies text with the same title : (TR897.7 B69 2002)
Added Author:

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Summary

Summary

Model and animate an alien, a remote control, and a rover vehicle! Through hands-on, step-by-step tutorials and directly relevant discussions, Mastering the Art of Production with 3ds max 4 entices readers to participate in the process of taking a full 30-second animated commercial for a realistic model company - Ion Z Batteries - from concept through to completion. Developing project requirements by reviewing storyboards and planning a live video shoot for 3D element integration is just the beginning! As they progress through this thoroughly engaging and fast-paced book, readers will also experiment with various styles of modeling and skinning techniques; gain expertise using IK controllers; develop user interfaces to simplify complicated animation techniques and implement MaxScript for further animation control; create and apply global illumination; use procedure maps and PhotoShop to generate textures for objects in the scene; apply proper rendering techniques; and complete post-production editing with Discreet's Combustion. Ideal for anyone with an interest in digital art, 3D modeling, or animation, this all-inclusive introduction to contemporary industry techniques is centered on producing a professional product for a client, takes optimal advantage of leading-edge 3ds max 4 tools and options to develop a seamless character setup, and is perfect for users of all abilities.


Author Notes

Jason Busby is the Director of Animation at the Renaissance Center in Dickson, TN
Michele Bousquet is the owner of Many Worlds Productions


Table of Contents

Chapter 1 The Job
The Jobp. 2
The Storyp. 2
Job Specificationsp. 2
Paperworkp. 2
Client Agreementsp. 2
The Schedulep. 5
Bidding the Jobp. 7
Good Workflow and the Importance Thereofp. 8
Preproductionp. 9
Design Approvalp. 9
Sketchesp. 9
Sceneryp. 12
Storyboardp. 13
Animaticsp. 17
Starting the Projectp. 17
Chapter 2 Modeling the Remote Control
Reference Imagesp. 20
The Virtual Studiop. 20
Practice Makes Perfectp. 21
Tutorial 2.1 Virtual Studio for the Remote Controlp. 22
Box Modelingp. 33
Sub-Objectsp. 33
The Anatomy of the Remote Controlp. 35
Tutorial 2.2 Remote Control Bodyp. 36
The Joystick and its Basep. 81
Tutorial 2.3 Joystick Assemblyp. 81
Finishing Touchesp. 89
Tutorial 2.4 Antenna and Hand Gripp. 90
Chapter 3 Modeling the Alien
Editable Poly Featuresp. 100
NURMS Subdivisionp. 100
Mesh Control at Sub-Object Levelsp. 101
Tutorial 3.1 Alien Torsop. 102
Tutorial 3.2 Arms and Handsp. 127
Tutorial 3.3 Legs and Feetp. 144
Tutorial 3.4 Finishing the Modelp. 158
Chapter 4 Modeling the Rover
Splinesp. 162
Creating Splinesp. 162
Vertex Typesp. 162
The Surface Modifierp. 165
The Anatomy of the Roverp. 165
Tutorial 4.1 Creating the Spline Networkp. 166
Tutorial 4.2 Surfacing the Roverp. 185
Tutorial 4.3 Creating the Wheelsp. 198
Tutorial 4.4 Creating the Reactorp. 207
Tutorial 4.5 Creating the Track Assemblyp. 217
Tutorial 4.6 Finishing the Roverp. 226
Chapter 5 Introduction to Maxscript
Understanding MAXScriptp. 240
Scripting Stepsp. 240
Accessing the MAXScript Optionsp. 241
Writing a Scriptp. 242
Tutorial 5.1 Basic Scripting Commandsp. 243
The MAXScript Listener Windowp. 244
MAXScript Syntaxp. 244
Variablesp. 245
Tutorial 5.2 Variablesp. 245
Arraysp. 247
The Script Editorp. 249
Tutorial 5.3 A First Scriptp. 250
Functionsp. 253
Tutorial 5.4 Functionsp. 254
Argumentsp. 255
Tutorial 5.5 Argumentsp. 256
Program Flowp. 257
The "If" Statementp. 258
Loopsp. 258
User Interface Designp. 260
Tutorial 5.6 Custom User Interfacep. 261
Tidy Programming Practicesp. 270
Chapter 6 Technical Setup for the Rover
Scriptingp. 272
The Rover Tracksp. 272
Tutorial 6.1 Track Setupp. 273
Motion Capturep. 287
Controllersp. 287
MoCap/Controller Setup for the Roverp. 287
Designing the Control System for the Roverp. 288
Tutorial 6.2 Motion Capture for the Roverp. 289
MAXScripts to Control the Roverp. 299
Improving Performancep. 299
What Are We Scripting?p. 300
Tutorial 6.3 Rover Control Scriptsp. 300
Creating a User Interfacep. 315
Position Resetp. 315
Motion Capture Playbackp. 315
Scripts to the Rescuep. 316
Tutorial 6.4 Rover Control User Interfacep. 317
Chapter 7 Skeletal Setup for the Alien
A Few Things You Should Know By Nowp. 330
Character Animationp. 330
Character Rigsp. 331
Tutorial 5.1 Alien Skeletonp. 332
Alien Control Systemp. 349
IK Solversp. 350
Point Helpersp. 350
Tutorial 5.2 IK Solvers and Point Helpersp. 350
Tutorial 5.3 Hand Control Systemp. 364
Tutorial 5.4 Foot Control Systemp. 373
Tutorial 5.5 Mirroring and Completing the Skeletonp. 377
Chapter 8 Alien Skinning and Deformation Setup
Skinningp. 390
The Basics Of Skinningp. 390
Skinning the Alienp. 392
Tutorial 8.1 A Skinning Primerp. 393
Tutorial 8.2 Skinning the Alienp. 399
Facial Expressionsp. 420
Morphing Basicsp. 420
Morphing with 3ds maxp. 421
Determining Facial Expressionsp. 421
Tutorial 8.3 Morph Target Setupp. 423
Eye Controlsp. 429
Tutorial 8.4 Eye Control Systemp. 429
Chapter 9 Alien Ui Control System
The User Interfacep. 434
Main Consolep. 434
Morph Targetsp. 434
Hand Controlsp. 435
Foot Controlsp. 435
Tutorial 9.1 Icons for User Interfacep. 436
Tutorial 9.2 Writing the User Interfacep. 443
Chapter 10 Camera Tracking
Camera Matchingp. 466
Choosing a Locationp. 466
Shooting the Locationp. 466
Matching the 3D Camera to the Live Footagep. 467
Tracking the Camerap. 467
Camera Matching Utilitiesp. 467
Reference Pointsp. 468
Placing Fixed Pointsp. 468
Measuring Distancesp. 468
The Right Tools for the Jobp. 469
3D Scene Pointsp. 470
Tutorial 10.1 CamPoint Setupp. 470
Tutorial 10.2 Camera Trackingp. 474
What to Do if the Camera Won't Trackp. 482
Chapter 11 Texturing and Lighting
Texturingp. 484
Materialsp. 484
Mapsp. 485
The Material Editorp. 485
Tutorial 11.1 Texturing the Alienp. 486
Tutorial 11.2 Texturing the Roverp. 494
The Battery Materialp. 514
Battery Texturesp. 514
Tutorial 11.3 Texturing the Batteryp. 515
Lightingp. 523
Types of Lightsp. 523
Shadowsp. 525
3D Light Limitationsp. 526
The Setp. 526
Global Illuminationp. 526
Tutorial 11.4 Lighting the Setp. 526
Catching Shadows with Materialsp. 535
Tutorial 11.5 Shadows for the Groundp. 535
Chapter 12 Animation and Rendering
Bringing Files Togetherp. 542
Mergingp. 542
Cross Referencingp. 542
Bringing our Scenes Togetherp. 543
Tutorial 12.1 Putting Together the Final Scene Filep. 543
Time to Animatep. 557
Storyboard Checkp. 557
Rover Animationp. 557
Alien Animationp. 557
Safe Framesp. 558
Tutorial 12.2 Animating the Rover and Alienp. 559
Renderingp. 573
Rendering for Post productionp. 573
Video Postp. 573
Tutorial 12.3 Rendering the Shotsp. 574
Chapter 13 Post Production with Combustion
Introduction to Combustionp. 584
Combustion Filesp. 584
Operatorsp. 585
Combustion User Interfacep. 586
Rendered 3ds max Files for Combustionp. 589
Our RPF Filesp. 589
Dealing with Shadowsp. 590
Tutorial 13.1 Footage Importp. 590
Contrast and Color Adjustmentp. 593
Contrast Adjustmentp. 593
Adjusting Colorsp. 593
Tutorial 13.2 Color Correctionp. 594
Combustion Tracking Techniquesp. 602
The Trackerp. 602
Tutorial 13.3 Tracking the Selectionsp. 604
Paintp. 607
Tutorial 13.4 Painting the Footagep. 609
Finishing the Jobp. 625
Picking Your Battlesp. 625
Delivering the Jobp. 625
Backing up the Jobp. 625
Our Version of the Animationp. 626
Indexp. 627