ebook img

3ds Max 2018 - Getting Started with Standard Materials and Lights PDF

223 Pages·2017·11.3 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview 3ds Max 2018 - Getting Started with Standard Materials and Lights

3ds Max 2018 - Getting Started with Standard Materials and Lights Ravi Conor and Elizabeth VT 3ds Max 2018 - Getting Started with Standard Materials and Lights Copyright © Rising Polygon Book Code: RP14C ISBN: 978-1975929374 Web: www.risingpolgon.co Author Email: [email protected] Acknowledgements Thanks to: Everyone at Autodesk [www.autodesk.com]. Everyone at Adobe [www.adobe.com]. Everyone at Microsoft [www.microsoft.com]. Thanks to all great digital artists who inspire us with their innovative VFX, gaming, animation, and motion graphics content. And, a very special thanks to wonderful CG artists of London, UK. Finally, thank you for picking up the book. About the Author Rising Polygon, founded by Ravi Conor aka ROC, Elizabeth VT, and Gordon Fisher is a group of like-minded professionals and freelancers who are specialized in advertising, graphic design, web design and development, digital marketing, multimedia, exhibition, print design, branding, and CG content creation. ROC has over a decade of experience in the computer graphics field and although he is primarily a shading and texturing artist, he is also experienced in the fields of Dynamics, UVMapping, Lighting, and Rendering. Along side CINEMA 4D, ROC has experience with VRay, Maya, FumeFX, Mudbox, 3ds Max, Mari, Photoshop, xNormal, UVLayout, Premiere, and After Effects. Elizabeth is primarily an Android App developer. She is passionate about computer graphics and has an experience of over 6 years with 3ds Max, Maya, Photoshop, and Blender. Gordon Fisher is the back bone of Rising Polygon and handles operations, finance, and accounts. You can contact authors by sending an e-mail to the following Email ID: [email protected]. Preface Why this Book? The 3ds Max 2018 - Getting Started with Standard Materials and Lights textbook offers a hands-on exercises based strategy for all those digital artists who have just started working on the 3ds Max [no experience needed] and interested in learning texturing and lighting in 3ds Max. This brilliant guide takes you step-by-step through the whole process of texturing, UV Mapping, and Lighting. From the very first pages, the users of the book will learn how to effectively use 3ds Max for shading and lighting surfaces. The strength of this book is that it teaches all of the important concepts in an easy to understand language. As the readers move from hands-on exercise to hands-on exercise, they will be building their own portfolio of high quality artwork. One unit of the book presents a foundation of techniques to help you build custom textures, maps, and designs using Photoshop. Videos are provided for the hands-on exercises of this unit. What you need? To complete the examples and hands-on exercises in this book, you need 2018 version of Autodesk 3ds Max. Photoshop CC 2017 is used to create hands- on exercises of Unit MT1. What are the main features of the book? The book is written using 3ds Max 2018 and Photoshop CC 2017 in an easy to understand language. Shading, texturing, lighting, and UV mapping techniques covered. 49 Hands-on exercises to hone your skills. Detailed coverage of tools and features. Additional tips, guidance, and advice is provided. Important terms are in bold face so that you never miss them. Support for technical aspect of the book. 3ds Max files and PSDs/textures used are available for download from the accompanying website. How This Book Is Structured? This book is divided into following units: Unit MT1 - Creating Textures in Photoshop Understanding non-destructive editing Creating custom textures and designs Creating maps Unit MT2 - Material Editors Compact Material Editor Slate Material Editor Unit MT3 - Standard Materials and Maps General/Scanline materials General maps Unit MT4 - Physical and Autodesk Materials Autodesk Materials Physical Material Unit ML1 - Standard Lights Basic Lighting Concepts Creating and placing lights 3ds Max Lights Light Linking Shadows Lighting Effects Unit ML2 - Photometric Lights Photometric light types: Target Light, and Free Light Color temperatures Shadow generating shapes Exposure controls Unit ML3 - Sunlight and Daylight Systems Sunlight and Daylight Systems Positioning the Compass Choosing a location Sun Positioner and Physical Sky Unit MBT - Bonus hands-on Exercises Examination Copies Books received as examination copies are for review purposes only and may not be made available for student use. Resale of the examination copies is prohibited. If you want to receive this book as an examination copy, send the request from your official e-mail id to us using the Contact page from our website. Electronic Files Any electronic file associated with this book are licensed to the original user only. These files can not be transferred to a third party. However, the original user can use these files in personal projects without taking any permission from Rising Polygon. Trademarks CINEMA 4D is the registered trademarks of Maxon Computers. Windows is the registered trademarks of Microsoft Inc. 3ds Max is the registered trademarks of Autodesk Inc. Disclaimer All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews. No patent liability is assumed with respect to the use of information contained herein. Although every precaution has been taken in the preparation of this book, neither the author, nor Rising Polygon, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book. All terms mentioned in this book that are known to be trademarks or service marks have been appropriately capitalized. Rising Polygon cannot attest to the accuracy of this information. Use of a term in this book should not be regarded as affecting the validity of any trademark or service mark. Access to Electronic Files This book is sold via multiple sales channels. If you don’t have access to the resources used in this book, you can place a request for the resources by visiting the following link: http://bit.ly/resources-rp. Customer Support At Rising Polygon, our technical team is always ready to take care of your technical queries. If you are facing any problem with the technical aspect of the book, navigate to http://bit.ly/contact-rp and let us know about your query. Reader Feedback Your feedback is always welcome. Your feedback is critical to our efforts at Rising Polygon and it will help us in developing quality titles in the future. To send the feedback, visit http://bit.ly/contact-rp. Errata We take every precaution while preparing the content of the book but mistakes do happen. If you find any mistake in this book general or technical, we would be happy that you report it to us so that we can mention it in the errata section of the book’s online page. If you find any errata, please report them by visiting the following link: http://bit.ly/contact-rp. This will help the other readers from frustration. Once your errata is verified, it will appear in the errata section of the book’s online page. Contact Author Stay connected with us through Twitter (@risingpolygon) to know the latest updates about our products, information about books, and other related information. You can also send an e-mail to author at the following address: [email protected]. Unit MT1 - Creating Textures in Photoshop Photoshop provides intuitive and cutting-edge image editing features. These features improve your efficiency and artwork as you incorporate them into your workflow. In this section, I am discussing some techniques, tips, and concepts that will help you in creating some cool textures and background designs. These techniques will help you in creating cool looking backgrounds and textures for your 3ds Max scenes. In this unit, I will describe the following: Understanding non-destructive editing Creating custom textures and designs Creating custom diffuse, specular, bump, reflection, and normal maps Non-destructive Editing Photoshop offers non-destructive editing features. This is the one of the reasons that it remains an essential part of a texturing artist’s and designer’s toolset. Non-destructive editing allows you to make changes to an image without changing pixel data in the original image. There are many ways in Photoshop that enable you to perform non-destructive editing. Here, I will discuss only those techniques/concepts that are useful for texturing artists/designers. Adjustment Layers The Adjustment layers non-destructively alter underlying tones and colors [see Figure F1]. These layers apply color and tonal adjustments to the image without changing the pixel data. The adjustments are stored in the adjustment layer and applied to the all layers below it. On the other hand, the fill layers fill a layer with color, gradient, or pattern and do not affect the layers underneath. Tip: Clipping Adjustment Layers You can clip an adjustment layer to affect only one layer in the Layers panel. To clip a layer, hold Alt and move the mouse pointer on the boundary of the two layers. When the shape of the pointer changes, click to enable layer clipping. The other advantages of using the adjustment layers are as follows: You can re-edit the adjustment layer any time. You can tone down the adjustment layer’s effect by lowering the opacity of the layer. You can reset the effect of the layer. You can perform selective editing by using the adjustment layer’s mask. You can apply adjustments to the multiple documents by copying and pasting adjustment layers between documents. You can adjust the blending mode to merge their effect with other layers. You can toggle their visibility on and off to preview the before and after comparisons. You can rearrange, delete, hide, and duplicate the adjustment layers. Filtering with Smart Filter Any filter that you apply to a smart object is a smart filter. These filters appear below the smart objects in the Layers panel. If you select a layer and then choose Convert for Smart Filters from the Filter menu, the selected layer is converted to a smart object and then you can apply smart filters onto the smart object [see Figure F2]. Note: Smart Filters You can use any Photoshop filter as smart filter except Extract, Liquify, Pattern Maker, and Vanishing Point. Like the Adjustment layers, you can re-edit smart filters, change their order, blending mode, and so forth. To expand or collapse the view of the Smart Filters, click the triangle next to the Smart Filter icon. If you want to expand the new effects by default, choose Panel Options from the Layers panel. On the Layers Panel Options dialog that appears [see Figure F3], check the Expand New Effects check box. Tip: Smart Filters You can apply the Shadow/Highlight and Variations commands as Smart Filters.

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.