Table of Contents
Front Cover
Poly-Modeling with 3ds Max
Copyright Page
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 You
TurboSmooth 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 Max
Chapter 12 Scripts, Plug-Ins, and Other Additions
Chapter 13 Final Word
Index
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