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HEAD FIRST DESIGN PATTERNS: BUILDING EXTENSIBLE AND MAINTAINABLE OBJECT-ORIENTED SOFTWARE, SECOND EDITION
NRS 2360.00
 
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AUTODESK 3DS MAX 2014 BIBLE
Autodesk 3ds max bible is the only comprehensive reference-tutorial, making it a favorite of all users, from beginners to pros. this thorough book is packed with expert advice, timesaving tips, as well as overage of advanced topics. if 3ds max novices are itching to actually create something immediately, the quick start project in part 1 is just for them. if experienced max users can't wait to check out the new software features they simply need to refer to the new features appendix which highlights and cross references where the new features are covered. this bestseller is packed with expert advice, timesaving tips, a 16 page full color insert featuring cutting edge work from 3ds max artists, and more than 150 step-by-step tutorials. a companion website includes all the examples and content from the book, including unique models and textures that readers can customize on their own. also included online for download are before and after example files for every tutorial in the book as well as unique models and textures to customize and bonus quick starts from past editions. part i: getting started with autodesk 3ds max 2014 quick start: adding a crowd to the city center chapter 1: exploring the interface chapter 2: controlling and configuring the viewports chapter 3: working with files, importing, and exporting chapter 4: setting preferences part ii: manipulating objects chapter 5: creating and editing primitive objects chapter 6: selecting objects and using layers chapter 7: transforming objects, pivoting, aligning, and snapping chapter 8: cloning objects and creating object arrays chapter 9: grouping, linking, and parenting objects chapter 10: organizing scenes with containers, xrefs, and the schematic view part iii: modeling 3d assets chapter 11: accessing sub objects and modifiers and using the modifier stack chapter 12: drawing and editing 2d splines and shapes chapter 13: modeling with polygons chapter 14: using the graphite modeling tools and painting with objects chapter 15: working with compound objects chapter 16: deforming surfaces and using the mesh modifiers part iv: applying materials and textures chapter 17: creating and applying standard materials with the slate material editor chapter 18: adding material details with maps chapter 19: using specialized material types chapter 20: creating compound materials and using material modifiers chapter 21: unwrapping uvs and mapping textures chapter 22: painting in the viewport canvas and rendering surface maps chapter 23: creating baked textures and normal maps part v: working with backgrounds, cameras, and lighting chapter 24: configuring and aiming cameras chapter 25: matching perspective to background images chapter 26: using lights and basic lighting techniques chapter 27: using the sunlight and daylight systems chapter 28: working with advanced lighting, light tracing and radiosity part vi: rendering a scene chapter 29: rendering a scene and enabling quicksilver chapter 30: managing render states chapter 31: batch and network rendering chapter 32: rendering with mental ray and iray chapter 33: compositing with render elements and the video post interface part vii: animating objects and scenes chapter 34: understanding animation and key frames chapter 35: animating with constraints and simple controllers chapter 36: exploring the complex controllers chapter 37: using animation layers and animation modifiers chapter 38: wiring parameters chapter 39: editing animation curves in the track view part viii: working with characters chapter 40: understanding rigging, kinematics, and working with bones chapter 41: skinning characters chapter 42: animating characters with cat chapter 43: creating crowds and using populate part ix: adding special effects chapter 44: creating particles and particle flow chapter 45: using space warps chapter 46: using atmospheric and render effects chapter 47: creating volume light effects chapter 48: adding lens effects part x: using dynamic animation systems chapter 49: simulating physics-based motion with massfx chapter 50: working with hair and cloth appendix a: what's new with autodesk 3ds max 2014 appendix b: automating with maxscript appendix c: what's on the website index

Author : Kelly l. murdock
Publication : Wiley
Isbn : 9788126546169
Store book number : 107
NRS 1120.00
  
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