Autodesk 3ds Max 2016: A Comprehensive Guide, 16th Edition by and CADCIM Technologies Prof. ShamAutodesk 3ds Max 2016: A Comprehensive Guide, 16th Edition by and CADCIM Technologies Prof. Sham

Autodesk 3ds Max 2016: A Comprehensive Guide, 16th Edition

byand CADCIM Technologies Prof. Sham

Paperback | September 10, 2015

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Autodesk 3ds Max is developed by Autodesk Inc., provides powerful tools for 3D modeling, animation, rendering, dynamics, and compositing. This enables game developers, visual effects artists, architects, designers, engineers, and visualization specialists to create stunning artwork. Additionally, the intuitive user interface and workflow tools of 3ds Max 2016 have made the job of design visualization specialists easier.

Autodesk 3ds Max 2016: A Comprehensive Guide textbook aims at harnessing the power of Autodesk 3ds Max for modelers, animators, and designers. The textbook caters to the needs of both the novice and the advanced users of 3ds Max. Keeping in view the varied requirements of the users, the textbook first introduces the basic features of 3ds Max 2016 and then gradually progresses to cover the advanced 3D models and animations. In this textbook, two projects based on the tools and concepts covered in the book have been added to enhance the knowledge of users.

This book will help you unleash your creativity, thus helping you create stunning 3D models and animations. The textbook will help the learners transform their imagination into reality with ease. Also, it takes the users across a wide spectrum of animations through progressive examples, numerous illustrations, and ample exercises.

Title:Autodesk 3ds Max 2016: A Comprehensive Guide, 16th EditionFormat:PaperbackDimensions:802 pages, 9.25 × 7.5 × 1.59 inPublished:September 10, 2015Publisher:Cadcim TechnologiesLanguage:English

The following ISBNs are associated with this title:

ISBN - 10:1942689179

ISBN - 13:9781942689171

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Table of Contents

Brief Table of ContentsChapter 1: Introduction to Autodesk 3ds Max 2016Chapter 2: Standard PrimitivesChapter 3: Extended PrimitivesChapter 4: Working with Architectural ObjectsChapter 5: Splines and Extended SplinesChapter 6: Modifying SplinesChapter 7: Materials and MapsChapter 8: Modifying 3D Mesh ObjectsChapter 9: Graphite Modeling TechniqueChapter 10: NURBS ModelingChapter 11: Compound ObjectsChapter 12: ModifiersChapter 13: Lights and CamerasChapter 14: Animation BasicsChapter 15: Systems, Hierarchy, and KinematicsChapter 16: Rigid Body Dynamics and HelpersChapter 17: Particle FlowChapter 18: Particle Systems and Space Warps-IChapter 19: Particle Systems and Space Warps-IIProject 1: Creating a DinerIndex