ISBN 9788126510160,Beginning C# 2005 Databases

Beginning C# 2005 Databases


Karli Watson



Wiley India Pvt Ltd

Publication Year 2006

ISBN 9788126510160

ISBN-10 8126510161


Number of Pages 528 Pages
Language (English)


The only comprehensive reference-tutorial on 3ds Max available, this book is everyone's favorite. Whether you're a beginner looking for 3D basics or a full-fledged animator seeking new ways to dazzle viewers with your creations, it's all here. You'll find pages of professional tips, loads of advice, and more than 150 step-by-step tutorials guaranteed to build your skills and spark your creativity. A 16-page color insert highlights cutting-edge work from 3D artists. A valuable companion DVD provides all the examples and content from the book, including unique models and textures you can customize on your own, and a search able, full-color version of the book. About The Author Kelly L. Murdock has been writing computer books for more than 10 years. His credits include six editions of the bestselling 3ds Max Bible, Edgeloop Character Modeling For 3D Professionals Only, Adobe Creative Suite Bible (2 editions), gmax Bible, Adobe Illustrator Bible (2 editions), 3D Game Animations for Dummies, Maya 7 Revealed, Adobe Atmosphere Bible, Master XHTML Visually, JavaScript Visual Blueprint, 3D Graphics and VRML 2 and a multitude of other titles that he has contributed to. He holds a degree in engineering with an emphasis in computer graphics. Table Of Contents Preface Acknowledgments Part I: Getting Started with 3ds Max Quick Start: Firing a Cannonball Chapter 1: Exploring the Max Interface Chapter 2: Controlling and Configuring the View ports Chapter 3: Working with Files, Importing, and Exporting Chapter 4: Customizing the Max Interface and Setting Preferences Part II: Working with Objects Chapter 5: Creating and Editing Primitive Objects Chapter 6: Selecting Objects, Setting Object Properties, and Using Layers and the Scene Explorer Chapter 7: Transforming Objects, Pivoting, Aligning, and Snapping Chapter 8: Cloning Objects and Creating Object Arrays Chapter 9: Grouping, Linking, and Parenting Objects Part III: Modeling Basics Chapter 10: Learning Modeling Basics and Working with Sub objects and Helpers Chapter 11: Introducing Modifiers and Using the Modifier Stack Chapter 12: Drawing and Editing 2D Splines and Shapes Chapter 13: Modeling with Polygons Part IV: Materials, Cameras, and Lighting Basics Chapter 14: Exploring the Material Editor Chapter 15: Creating and Applying Standard Materials Chapter 16: Creating Compound Materials and Using Material Modifiers Chapter 17: Adding Material Details with Maps Chapter 18: Configuring and Aiming Cameras Chapter 19: Using Lights and Basic Lighting Techniques Part V: Animation and Rendering Basics Chapter 20: Understanding Animation and Keyframe Basics Chapter 21: Animating with Constraints and Controllers Chapter 22: Learning to Render a Scene Part VI: Advanced Modeling Chapter 23: Building Complex Scenes with XRefs and Using Vault Chapter 24: Working with the Schematic View Chapter 25: Deforming Surfaces and Using the Mesh Modifiers Chapter 26: Working with Compound Objects Chapter 27: Modeling with Patches and NURBS Chapter 28: Adding and Styling Hair and Fur, and Using Cloth Part VII: Advanced Materials Chapter 29: Using Specialized Material Types Chapter 30: Unwrapping UVs and Using Pelt Mapping Chapter 31: Creating Baked Textures and Normal Maps Part VIII: Advanced Animation Techniques Chapter 32: Using Animation Modifiers Chapter 33: Animating with the Expression Controller and Wiring Parameters Chapter 34: Working with Function Curves in the Track View Chapter 35: Using Animation Layers and the Motion Mixer Part IX: Dynamic Animation Chapter 36: Creating Particles and Particle Flow Chapter 37: Using Space Warps Chapter 38: Simulating Physics-Based Motion with reactor Chapter 39: Animating Hair and Cloth Part X: Working with Characters Chapter 40: Understanding Rigging and Working with Bones Chapter 41: Working with Inverse Kinematics Chapter 42: Creating and Animating Bipeds and Crowds Chapter 43: Skinning Characters Part XI: Advanced Lighting and Rendering Chapter 44: Working with Advanced Lighting, Light Tracing, and Radiosity Chapter 45: Using Atmospheric and Render Effects Chapter 46: Raytracing and mental ray Chapter 47: Batch and Network Rendering Chapter 48: Compositing with Render Elements and the Video Post Interface Part XII: MAXScript and Plug-Ins Chapter 49: Automating with MAXScript Chapter 50: Expanding Max with Third-Party Plug-Ins