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Poly-modeling with 3ds Max : thinking outside of the box / Todd Daniele.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Daniele, Todd, author.
Series:
Autodesk media and entertainment techniques.
Autodesk media and entertainment techniques
Language:
English
Subjects (All):
3ds max (Computer file).
Computer animation.
Computer graphics.
Physical Description:
1 online resource (278 p.)
Edition:
1st edition
Place of Publication:
Amsterdam ; Boston : Focal Press/Elsevier, 2009.
Language Note:
English
System Details:
text file
Summary:
Polymodeling is a modeling technique used in 3d modeling. Unlike box modeling, or other forms of modeling where you start out with a basic form or primitive object that determines the mass of an object, artists can use the polygon (the basic building block of all of the primitives available in 3ds Max). This approach allows for more control over the flow, placement and detail of the meshes that are built. Placement of vertices/points, edges and all other sub-elements that build our models is determined by the user, rather than pre-determined by a computer generated primitive.<
Contents:
Poly-Modeling with 3ds Max; Copyright; Contents; Acknowledgments; Chapter 1 Introduction; Chapter 2 Modeling Types; Spline-Modeling; Controlling Bezier Handles; Spline-Modeling an Eye Socket; Patch-Modeling; Patch-Modeling a Computer Mouse; Box-Modeling; Box-Modeling a Cartoon Turtle's Head; Poly-Modeling; Chapter 3 Poly-Modeling Basics; Working at the Edge Level; Working at the Border Level; Working at the Polygon Level; Working at the Element Level; Working at the Vertex Level; Poly-Modeling a Nose Using the Shift-Drag Technique; Selections and Conversions
Chapter 4 Modifiers-Letting Max Do the Work for YouTurboSmooth and MeshSmooth; Chapter 5 Derivative Modeling and Other Techniques to Speed Up Your Poly-Modeling Work Flow; Chapter 6 Theory and Application; Chapter 7 Preparation; Chapter 8 Hard-Edge Modeling; Modeling the Body Panels; Modeling the Wheel; Chapter 9 Organic/Soft-Edge Modeling; Poly-Modeling: Iguana's Head; Poly-Modeling: Iguana's Body; Chapter 10 Mixing It Up; Mixing Techniques; Softening Hard Edges; Chapter 11 Nonmodeled Geometric Detail-Bump and Displacement Mapping; ZBrush Basics; Mudbox Basics; 3ds Max to ZBrush
Back in 3ds MaxChapter 12 Scripts, Plug-Ins, and Other Additions; Chapter 13 Final Word; Index
Notes:
Includes index.
Description based on print version record.
ISBN:
9786612285769
9781136138218
1136138218
9781136138225
1136138226
9781282285767
1282285769
9780080928203
008092820X
OCLC:
437241621

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