Lesson 13: Coordinates, Transform Centers, Alignment, and Snaps
Figure 13.1: Selecting the coordinate system
Figure 13.2: Local coordinates for polygons (a), edges (b), and vertices (c)
Figure 13.3: Active grid, and an object in the grid coordinate system
Figure 13.4: Selection of the transform center
Figure 13.5: Transform centers
Figure 13.6: Align dialog
Figure 13.7: Selecting normals (a) and the result of the operation (b)
Figure 13.8: Align to View dialog and aligned object
Figure 13.9: Standard (a) and NURBS (b) snaps
Figure 13.10: Options tab of the Grid and Snap Settings window
Lesson 14: Texture Creation
Figure 14.1: Example of a transparent texture
Figure 14.2: Rectangle delimiting the drawing
Figure 14.3: Export settings for bitmap files in CorelDraw 10 (a) and FreeHand 10 (b)
Figure 14.4: Settings for exporting to a PNG file in Xara X 1.0
Figure 14.5: Parameters for creating a new file in Adobe Photoshop 6
Figure 14.6: Saving a file with the transparency (alpha) channel in Adobe Photoshop
Figure 14.7: Interchanging the quadrants in the process of creating a seamless tiling texture
Figure 14.8: Texture-editing window in Corel Texture
Figure 14.9: Typical distortions of flat textures on a spherical object
Figure 14.10: Texture dummy
Figure 14.11: Result of converting orthogonal coordinates to polar coordinates
Figure 14.12: Final texture (a) and an object rendered with the texture (b)
Figure 14.13: Creating a looped video file in Adobe Premiere
Lesson 15: Modeling a Car Body using a Sketch
Figure 15.1: Photo and sketch of the car (published with the permission of Italdesign-Giugiaro S.p.A.)
Figure 15.2: Relation between the projection files
Figure 15.3: Settings in the Viewport Background dialog
Figure 15.4: Creating the base planes
Figure 15.5, a-c: Sequence of modeling the car body
Figure 15.5, d and e: Sequence of modeling the car body
Figure 15.5, f and g: Sequence of modeling the car body
Figure 15.5, h: Sequence of modeling the car body
Figure 15.6: Structure of the material for the car body
Figure 15.7: Editing the texture mapping coordinates
Figure 15.8: Example car models (published with the permission of Doka Media)
Lesson 16: Modeling a Human Head
Figure 16.1: Blank of a head
Figure 16.2, a and b: Creating eye sockets and the upper jaw
Figure 16.2, c-e: Creating eye sockets and the upper jaw
Figure 16.3: Eye modeling
Figure 16.4: Nose modeling
Figure 16.5: Creating the mouth and lips
Figure 16.6: Creating the chin and cheeks
Lesson 17: Modeling Lightning and an Electric Discharge
Figure 17.1: Geometry of the lightning (a) and its parameters (b)
Figure 17.2: Positioning the Slice modifier's gizmo (a) and its parameters (b)
Figure 17.3: Material parameters for the lightning
Figure 17.4: Parameters of the Inner Glow
Figure 17.5: Rendering sequence in the Video Post window
Figure 17.6: Lens Effects Glow parameters
Figure 17.7: Noise modifier parameters for animating an electric discharge
Lesson 18: Modeling a Soccer Ball
Figure 18.1: Polyhedron basis for the soccer ball and its parameters
Figure 18.2: Parameters of the modifiers- Tessellate (a), Spherify (b), and Smooth (c)
Figure 18.3: Final view of the ball
Lesson 19: Using 3ds Max with Other Autodesk and Discreet Packages
Figure 19.1: Combustion window-size adjustment
Figure 19.2: Positioning the program windows on the screen
Figure 19.3: Rendering adjustment in the RPF window
Figure 19.4: Rendering-by-elements window
Figure 19.5: Autodesk VIZ 4 interface
Figure 19.6: Discreet Plasma interface
Figure 19.7: Discreet Gmax interface
Lesson 20: 3ds Max and Landscape Generators
Figure 20.1: Landscape editor in Bryce 5 (a) and Vue D'Esprit 4 (b)
Figure 20.2: Export into the 3DS format in Bryce 5 (a) and the corresponding dialog in Vue D'Esprit 4 (b)
Figure 20.3: Cylindrical panoramas created in Bryce (a) and Vue D'Esprit (b)
Figure 20.4: Operations for a static image
Figure 20.5: Queue in Video Post
Figure 20.6: Example of using Animatek World Builder in conjunction with 3ds max
Lesson 21: Useful Add-Ons
Figure 21.1: Putting MeshTools on the toolbar
Figure 21.2: Parameters of the Domelight script (a) and dialog for selecting the image (b)
Figure 21.3: Applying the Particle Combustion effect (a), and how it looks after rendering (b)
Figure 21.4: Example illustrating the Particle Combustion plug-in
Figure 21.5: Paint Modifier
Figure 21.6: Example using the SimCloth module
Figure 21.7: Bitmap file produced by the Unwrap Object Texture plug-in
Figure 21.8: Pyramid before (a) and after (b) applying the f-Edge texture
Figure 21.9: f-Edge texture parameters
Figure 21.10, a and b: Surface Blur parameters (a), the image before it is applied (b), after it was applied (c), and the result of the Blur process (d)
Figure 21.10, c and d: Surface Blur parameters (a), the image before it is applied (b), after it was applied (c), and the result of the Blur process (d)