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Advanced 3Ds Max 5: Modeling and Animating by Boris Kulagin

By Boris Kulagin

3ds max is the innovative new software that offers to special effects pros with complicated instruments for personality animation, subsequent iteration video game improvement, and visible results creation. during this finished reference, clients are taken from modeling a still-life scene to animating photo-realistic and myth characters in numerous natural and mechanical backgrounds. clients are proven not just find out how to practice an motion, yet which activities could be utilized in a number of events. very important projects similar to developing seamless texture and modeling a person's head are verified, and designated awareness is given to the software's performance. additionally incorporated are strategies to increase the potency and productiveness of regimen paintings.

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25: Polygons comprising the end surface of the propulsion module (a) and parameters of the UVW Map modifier (b) • Assign the SpaceShip_Back_Metal material to those surfaces. • Maintain the same selection and apply the UWV Map modifier with the parameters shown in Fig. 25, b. Everything should be self-explanatory. The only remaining option is to Fit the modifier's Gizmo more precisely on the surface. tga. As you can see, the texture is very simple: It consists of a black rectangle with white edging 1 pixel wide.

Rename the objects. We called them Leg0-01, Leg1-01b, etc. (following the analogy from hip joint to foot). The first index corresponds to the object's position in the hierarchy, the second to the number of the prop. When copied, 3ds max will substitute the proper index — 01, 02, 03, etc. Convenient, isn't it? • In the Top view, center the objects relative to each other with the Align command. • Select all of the prop objects, center their pivot points relative to each object, and align them relative to world coordinates (Fig.

One of them simulates sunlight — very bright, giving contrast between lit and unlit areas. The second simulates light reflected by the Moon — dimmer and softer. Light from distant stars pales in comparison with that from the Sun and Moon and will not be used as a source of illumination. In our example, the Earth is almost in line with the Sun and therefore will also not be used. It is much more important to consider the light reflected off various parts of the spaceship onto other constituent elements.

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