1st Edition

How to Cheat in 3ds Max 2015 Get Spectacular Results Fast

By Michael McCarthy Copyright 2015
    328 Pages 1020 Color Illustrations
    by Routledge

    328 Pages
    by Routledge

    328 Pages 1020 Color Illustrations
    by Routledge

    Why take months to learn every button in 3ds Max when you can create great visuals with just a few key tools? Utilize the tool of choice, 3ds Max 2015, for generating realistic environments, seamless CG effects, and jaw dropping games in a matter of hours. You can use the memory-hogging methods that choke your display and take forever to render, or you can get it done quickly and efficiently.

    Michael McCarthy offers a goldmine of artistic inspiration, timesaving tips & tricks, and step-by-step walkthroughs—you’ll wonder how you every got by without it! This new edition has been completely revamped for 3ds Max 2015. Start animating today with detailed tutorials, source files, bitmaps, and video demonstrations—all featured on the companion website.


    Chapter 1: Modeling

    Chapter 2: Character Modeling

    Chapter 3: Materials and Mapping

    Chapter 4: Lighting and Shadows

    Chapter 5: Reflections

    Chapter 6: Glass

    Chapter 7: Animation

    Chapter 8: Character Animation

    Chapter 9: Rendering

    Chapter 10: Parameter Wiring

    Chapter 11: Special Effects

    Chapter 12: Particles and Physics

    Chapter 13: Scene Management


    Additional Resources


    Michael McCarthy is an accomplished 3D artist and trainer from Boston, Massachusetts, USA. Michael’s skills in the 3D field are built on many years of painting and drawing. Character and FX animation are a few of Michael’s passions. Michael has been an author and contributor to many 3ds max publications and created training and documentation for 3ds max as well as many of its most popular plug-ins. Michael is an Autodesk Certified Instructor and teaches at The New England Institute of Art, Siggraph Master Classes, and studios such as CafeFX. Always on the cutting edge of technology, Michael works with many leading 3d developers doing product design and training for new products including Particle Flow Box 2 and Zookeeper. His experience on projects such as Spiderman 3 , Nim’s Island ,Treasure Quest , and Sims keeps Michael engaged in all nuances of film, broadcast, and games production.