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3ds Max 2010 Bible (Bible #590)

by Kelly L. Murdock

The bestselling 3ds Max book ever, now updated for the latest version 3ds Max is the world's most popular animation modeling and rendering software used to create 80 percent of commercially available video games, including those for Microsoft's Xbox 360, Sony's Playstation 3, and Nintendo's Wii. It is an expensive, intricate program that can take years to thoroughly master. As the ultimate comprehensive reference and tutorial on 3ds Max, this guide contains in-depth coverage of every aspect of 3ds Max and explores the newest features that the latest version has to offer. You'll learn to master the complexities of 3ds Max under the guidance of 3D expert Kelly Murdock. Includes in-depth detail on all the latest features for veterans of earlier versions of 3ds Max from 3D expert Kelly Murdock Shares expert advice, timesaving techniques, and more than 150 step-by-step tutorials Features a 16-page, full-color insert with inspiring examples of cutting-edge 3ds Max art Bonus DVD contains all the examples from the book, unique models and textures that you can customize on your own, and a searchable, full-color version of the book A Quick Start chapter shows you how to create an exciting animation on your very first day with the software so you can dive in and get started immediately. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

3ds Max 2010 Bible

by Kelly L. Murdock

The bestselling 3ds Max book ever, now updated for the latest version3ds Max is the world's most popular animation modeling and rendering software used to create 80 percent of commercially available video games, including those for Microsoft's Xbox 360, Sony's Playstation 3, and Nintendo's Wii. It is an expensive, intricate program that can take years to thoroughly master.As the ultimate comprehensive reference and tutorial on 3ds Max, this guide contains in-depth coverage of every aspect of 3ds Max and explores the newest features that the latest version has to offer. You'll learn to master the complexities of 3ds Max under the guidance of 3D expert Kelly Murdock.Includes in-depth detail on all the latest features for veterans of earlier versions of 3ds Max from 3D expert Kelly MurdockShares expert advice, timesaving techniques, and more than 150 step-by-step tutorialsFeatures a 16-page, full-color insert with inspiring examples of cutting-edge 3ds Max artBonus DVD contains all the examples from the book, unique models and textures that you can customize on your own, and a searchable, full-color version of the bookA Quick Start chapter shows you how to create an exciting animation on your very first day with the software so you can dive in and get started immediately.Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

3ds Max 2011 Bible (Bible #719)

by Kelly L. Murdock

Updated version of the bestselling 3ds Max book on the market Used by more than 150,000 people, and the winner of more than 65 industry awards, 3ds Max is the world's most popular animation modeling and rendering software for film, television, video games, and design visualization. 3ds Max Bible is the world’s most popular book for getting the most out of the software. Whether a novice looking to create something immediately using the Quick Start tutorial, or an experienced 3ds Max user who simply wants to check out the software's latest and greatest features, this update to the bestselling 3ds Max book on the market continues to be the most comprehensive reference on this highly complex application. Packed with expert advice, timesaving tips, and more than 150 step-by-step tutorials 16-page color insert highlights the work of some of today’s most cutting-edge 3D artists Includes a companion DVD with a searchable, full-color version of the 3ds Max Bible, as well as customizable models and textures The only comprehensive reference-tutorial on 3ds Max, it's no wonder the 3ds Max Bible is the bestselling 3ds Max book in the world and a favorite of both amateur and professional animators. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.

3ds Max 2012 In Simple Steps

by Kogent Learning Solutions Inc

3Ds Max 2012 In Simple Steps Author: Kogent Learning Solutions Inc.

3ds Max 8 Essentials: Autodesk Media and Entertainment Courseware (Autodesk Media And Entertainment Courseware Ser.)

by Autodesk

Welcome to the Autodesk Media and Entertainment Official Training Courseware for 3ds Max 8 software! Consider this book an all-access pass to the production and training experience of Autodesk developers and training experts. Written for self-paced learning or instructor-led classroom training, the manual will teach you the fundamentals of using 3ds Max 8. The book is organized into sections dedicated to animation, modelling, materials, lighting and rendering. Each section covers basic theory, and then includes exercises for hands-on demonstration of the concept. By the end of the book, you will have mastered the basics and moved onto full-length projects. Flexibility is built in, so that you can complete the tutorials in the way that works best for you. Complete the book and you will be a seasoned 3ds Max pro, ready to work confidently in a production environment.

3ds Max 8 MAXScript Essentials

by Autodesk

Write your own MAXScript functions and utilities to create custom tools and UI elements, and automate repetitive tasks. Demonstrated techniques include the creation of objects, arrays, collections, control structures, parametric objects, and the construction of UI elements. The companion CD-ROM contains media files that allow you to practice the techniques with real-world examples demonstrating how you can use then in a production environment.

3ds Max 9 Essentials: Autodesk Media and Entertainment Courseware

by Autodesk

Bring 3D film effects to the big screen. Generate realistic characters for a top-selling game. Create rich and complex design visualization. Autodesk® 3ds Max® 9 lets you maximize your productivity and tackle challenging animation projects. And this book, developed by Autodesk insiders, lets you master the essential tools and techniques. Learn how to use 3ds Max 9 confidently in a production environment. Each chapter of this book has a series of theory lessons and one lab. The theory lessons introduce you to the functional areas of 3ds Max and explain these features with short simple examples. The lab demonstrates a practical application of the theory. Combined, each chapter delivers a sound understanding of the functions, features and principles behind 3ds Max 9, and shows you how to apply this knowledge to real-world situations.

3ds Max Basics for Modeling Video Game Assets: Model a Complete Game Environment and Export to Unity or Other Game Engines

by William Culbertson

A textbook for learning 3d modeling fundamentals, this step-by-step lesson book develops the readers modeling skills through a series of modeling exercises creating modules for a medieval castle environment. As the text introduces new modeling skills it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design, providing the team with placeholder assets, and final model assets that are unwrapped and custom textured. Upon completion of the modeling projects, the modeled environment is exported to the Unity game engine for use in a real game environment, Although the text uses Autodesk 3ds Max for the modeling program, the principals are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3d modeling video game assets in a simplified, logical progression, optimized for learning at a beginner level. This series of modeling exercises is the result of having taught over one thousand video game students the fundamentals of 3d modeling. Often, teachers are not fully trained in teaching the concepts of 3d modeling. This text, written for self-paced learning helps those instructors. Includes instructions and project files for exporting the finished project environment into a 3d game engine, Unity. Appendices include additional 3ds Max tool instructions. A companion site includes working 3ds Max project files for Chapters, a 3ds Max user interface and 3ds Max short cut keys and more.

3ds Max Basics for Modeling Video Game Assets: Volume 2: Model, Rig and Animate Characters for Export to Unity or Other Game Engines

by William Culbertson

As a textbook for learning the fundamentals of modeling, rigging and animating 3D-modeled characters for use in video games, this step-by-step lesson book builds on the reader's modeling skills acquired from reading Volume I. The reader will model characters for the Castle Environment created in Volume I, which will be rigged using the Character Animation Toolkit (CAT) in 3ds Max and animated with game moves. The Skin Modifier is used for associating the meshes to the rigs and the characters are then exported to the Unity game engine and integrated into the Castle Scene with a Third Person Character camera. As the text introduces new modeling skills, it additionally calls on the reader to perform repetitive tasks, reinforcing skills learned in the process. The content is presented as if the reader is in a working video game studio, being responsible for researching asset design and providing the team with placeholder assets and final model assets that are unwrapped and custom textured using both box mapping and the 3ds Max Quick Peel tool. Although the text uses Autodesk 3ds Max for the modeling program, the principles are transferable to other major modeling programs. Key Features: The goal of this book is to teach the fundamentals of 3D modeling video game characters in a simplified, logical progression optimized for learning at a beginner level. Rigging principles (Linking, Inverse Kinematics [IK], Forward Kinematics [FK], Skin Deformation, Weighting Vertices and more) are introduced in a gradual progression to allow maximum comprehension and retention. This series of modeling exercises is the result of having successfully taught over 1000 video game students the fundamentals of 3D modeling. This complete, clearly written and concise text is written for self-paced learning, helping those instructors who might not be fully trained in 3D modeling and those interested in self-teaching. Includes instructions and project files for exporting the finished project environment into the 3D game engine, Unity. A companion site (www.3dsMaxBasics.com) includes working 3ds Max project files for chapters, notes and corrections, a 3ds Max user interface, 3ds Max shortcut keys and more.

3ds Max Design Architectural Visualization: For Intermediate Users

by Brian L. Smith

Learn time-saving techniques and tested production-ready tips for maximum speed and efficiency in creating professional-level architectural visualizations in 3ds Max. Move from intermediate to an advanced level with specific and comprehensive instruction with this collaboration from nine different authors from around the world. Get their experience and skills in this full-color book, which not only teaches more advanced features, but also demonstrates the practical applications of those features to get readers ready for a real production environment. Fully updated for the most recent version of 3ds Max.

3ds Max MAXScript Essentials

by Autodesk

Write your own MAXScript functions and utilities to automate repetitive tasks and create custom tools and UI elements. Beginning with an introduction to essential programming concepts, you learn the MAXScript basics that include cloning objects, MAX commands, toolbar access, picking scene nodes, picking points, and using the mousetrack command and painter interface. Real-world tutorial examples are provided throughout the book to demonstrate how to use the MAXScript techniques in your own production environment.

3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling

by Andrew Gahan

With 18 years under his belt in the game industry, a key contributor to the MotorStorm series, and the creator of the 3ds Max in Minutes video series (at FocalPress.com), Andrew Gahan delivers the expert techniques in 3ds Max Modeling for Games, 2nd edition. This updated edition is packed with new tutorials that will enhance your modeling skills and pump up your portfolio with high-quality work in no time. Along with Anthony O'Donnell and a team of experts, Gahan covers all of the fundamental game modeling techniques, including character and environment modeling, mapping, and texturing. Finally, a bonus section in 3ds Max Modeling for Games offers readers insights and tips on how to get their careers started in the game industry. New, expanded tutorials take readers of all abilities through full character and environment modeling from beginning to end Companion website (3d-for-games.com) offers a robust, supportive forum where readers can get commentary on new work, develop skills and portfolio art, as well as network with other game artists on a variety of projects. Also features project files for all tutorials in the book and enough support images and photos to keep the budding artist busy for months Completely updated gallery allows the reader to build on various models

3ds Max Modeling for Games: Insider's Guide to Stylized Game Character, Vehicle and Environment Modeling

by Andrew Gahan

There's a new trend towards sylized, comic-style art, with the latest wave of 3D movies (a la Pixar ). Max users can do this kind of thing, and they want to learn how. Andy Gahan is building on the success of his Focal book, 3ds Max Modeling for Games (which covers realistic style art) with this new VOLUME II, covering stylized comic-style art. Forum members are asking for this treatment, and we are delivering. We are linking up to original book branding and titling, and offering the same robust portal for both books - the art on the cover will show the distinction of this volume. The book will offer new modeling techniques, specifically cartoon style - think Pixar, offering new challenges to people who bought Volume I (which focused on more realistic art). Website (www.3d-for-games.com) is unique - an online forum where readers can post and answer questions about their work. In terms of developing a portfolio, online peer critiques are invaluable, and current readers have made use of this feature, in fact some have happily become the forum responders (along with Andy) to coach and develop new artists at work. Also included: step-by-step project files for each chapter; all the relevant texture files and source photos; panoramic skies, small scene objects, bonus texture maps & models so that artists can create whole scenes very quickly without starting from scratch each time; countless examples of what's hot and what's not in 3D modeling and also enough support images and photos to keep the budding artist busy for months. Unrivalled support in over 10,000 current posts - backing up the book with a lively forum and community of readers from all over the world, ready to help your work.

3ds Max Speed Modeling for Games

by Thomas Mooney

Step by step illustrated tutorials are supported by a focused commentary. The examples are designed to proceed from starting to model through model finishing to putting models to work within projects and presentation. The book shows both - the entire flow of asset creation and granular methodology. This book will appeal to anyone interested in 3D modeling who wants to improve their speed modeling ability, particularly artists whose work is relevant to industries where hard surface modeling or model prototyping is required, such as games, films, or visualization.

3rd EAI International Conference on Big Data Innovation for Sustainable Cognitive Computing (EAI/Springer Innovations in Communication and Computing)

by Anandakumar Haldorai Arulmurugan Ramu Sudha Mohanram Joan Lu

This book features the proceedings of The EAI International Conference on Big Data Innovation for Sustainable Cognitive Computing (BDCC 2020), which took place 18 – 19 December 2020. The papers feature detail on cognitive computing and its self-learning systems that use data mining, pattern recognition and natural language processing (NLP) to mirror the way the human brain works. This international conference focuses on technologies from knowledge representation techniques and natural language processing algorithms to dynamic learning approaches. Topics covered include Data Science for Cognitive Analysis, Real-Time Ubiquitous Data Science, Platform for Privacy Preserving Data Science, and Internet-Based Cognitive Platform.

3rd EAI International Conference on IoT in Urban Space (EAI/Springer Innovations in Communication and Computing)

by Rui José Kristof Van Laerhoven Helena Rodrigues

This proceedings presents the papers from Urb-IoT 2018 - 3rd EAI International Conference on IoT in Urban Space, which took place in Guimarães, Portugal on 21-22 November 2018. The conference aims to explore the emerging dynamics within the scope of the Internet of Things (IoT) and the new science of cities.The papers discuss fusion of heterogeneous urban sources, understanding urban data using machine learning and mining techniques, urban analytics, urban IoT infrastructures, crowd sourcing techniques, incentification and gamification, urban mobility and intelligent transportation systems, real time urban information systems, and more. The proceedings discuss innovative technologies that navigate industry and connectivity sectors in transportation, utility, public safety, healthcare, and education. The authors also discuss the increasing deployments of IoT technologies and the rise of the so-called 'Sensored Cities'‚ which are opening up new avenues of research opportunities towards that future.

3rd EAI International Conference on Robotic Sensor Networks: ROSENET 2019 (EAI/Springer Innovations in Communication and Computing)

by Yujie Li Huimin Lu

This proceedings presents the papers of the 3rd EAI International Conference on Robotic Sensor Networks (ROSENET 2019). The conference explores the integration of networks and robotic technologies, which has become a topic of increasing interest for both researchers and developers from academic fields and industries worldwide. The authors posit that big networks will be the main approach to the next generation of robotic research, The book discusses how the explosive number of network models and increasing computational power of computers significantly extends the number of potential applications for robotic technologies while also bringing new challenges to each network's community. The conference provided a platform for researchers to share up-to-date scientific achievements in this field. The conference took place August 17, 2019, Kitakyushu, Japan.Presents the proceedings of the 3rd EAI International Conference on Robotic Sensor Networks (ROSENET 2019), August 17, 2019, Kitakyushu, JapanFeatures papers on robotic technologies for healthcare, medicine, military and moreIncludes perspectives from a multi-disciplinary selection of global researchers, academics, and professionals

The 3rd International Conference on Artificial Intelligence and Computer Vision (Lecture Notes on Data Engineering and Communications Technologies #164)

by Aboul Ella Hassanien Abdelkrim Haqiq Ahmad Taher Azar Kc Santosh M. A. Jabbar Adam Słowik Parthasarathy Subashini

This book presents the proceedings of the 3rd International Conference on Artificial Intelligence and Computer Vision (AICV’2023) which will be held in Marrakesh, Morocco, during March 05–07, 2023. This international conference, which highlighted essential research and developments in the fields of artificial intelligence and computer visions, was organized by the computer, Networks, Mobility and Modeling Laboratory (IR2M), Faculty of Sciences and Techniques, Hassan First University, Settat, Morocco, the Scientific Research Group in Egypt (SRGE), Cairo University, and the Automated Systems & Soft Computing Lab (ASSCL), Prince Sultan University, Riyadh, Saudi Arabia. The book is divided into sections, covering the following topics: swarm-based optimization mining and data analysis, deep learning and applications, machine learning and applications, image processing and computer vision, sentiment analysis, and recommendation systems, and software-defined network and telecommunication.

3rd International Conference on Thermal Issues in Machine Tools (Lecture Notes in Production Engineering)

by Steffen Ihlenfeldt

This open access conference proceedings contains all the papers presented at the ICTIMT 2023, the 3rd International Conference on Thermal Issues in Machine Tools. The event takes place in Dresden, the capital of Saxony, from March 21-23 2023. The conference is organized by the Chair of Machine Tools Development and Adaptive Controls of the Technische Universität Dresden.

3rd International Conference on Wireless, Intelligent and Distributed Environment for Communication: WIDECOM 2020 (Lecture Notes on Data Engineering and Communications Technologies #51)

by Isaac Woungang Sanjay Kumar Dhurandher

This book presents the proceedings of the 3rd International Conference on Wireless Intelligent and Distributed Environment for Communication (WIDECOM 2020), sponsored by Ryerson University, Toronto, Canada, May 6-8, 2020. The WIDECOM conference solicits papers addressing issues related to new dependability paradigms, design, and performance of dependable network computing and mobile systems, as well as issues related to the security of these systems. The goal of the conference is to provide a forum for researchers, students, scientists and engineers working in academia and industry to share their experiences, new ideas and research results in the above-mentioned areas.Presents the proceedings of the International Conference on Wireless Intelligent and Distributed Environment for Communication (WIDECOM 2020), Ryerson University, Toronto, Canada, May 6-8, 2020;Includes an array of topics networking computing, mobile/ubiquitous systems, cloud systems, and IoT systems;Addresses issues related to protecting information security and establishing trust in the digital space.

3rd International Winter School and Conference on Network Science: NetSci-X 2017 (Springer Proceedings in Complexity)

by Erez Shmueli Baruch Barzel Rami Puzis

This book contains original research chapters related to the interdisciplinary field of complex networks spanning biological and environmental networks, social, technological, and economic networks. Many natural phenomena can be modeled as networks where nodes are the primitive compounds and links represent their interactions, similarities, or distances of sorts. Complex networks have an enormous impact on research in various fields like biology, social sciences, engineering, and cyber-security to name a few. The topology of a network often encompasses important information on the functionality and dynamics of the system or the phenomenon it represents. Network science is an emerging interdisciplinary discipline that provides tools and insights to researchers in a variety of domains. NetSci-X is the central winter conference within the field and brings together leading researchers and innovators to connect, meet, and establish interdisciplinary channels for collaboration. It is the largest and best known event in the area of network science. This text demonstrates how ideas formulated by authors with different backgrounds are transformed into models, methods, and algorithms that are used to study complex systems across different domains and will appeal to researchers and students within in the field.

The 3rd International Workshop on Intelligent Data Analysis and Management

by Leon S.L. Wang Tzung-Pei Hong Lorna Uden I-Hsien Ting Hsin-Chang Yang

These papers on Intelligent Data Analysis and Management (IDAM) examine issues related to the research and applications of Artificial Intelligence techniques in data analysis and management across a variety of disciplines. The papers derive from the 2013 IDAM conference in Kaohsiung ,Taiwan. It is an interdisciplinary research field involving academic researchers in information technologies, computer science, public policy, bioinformatics, medical informatics, and social and behavior studies, etc. The techniques studied include (but are not limited to): data visualization, data pre-processing, data engineering, database mining techniques, tools and applications, evolutionary algorithms, machine learning, neural nets, fuzzy logic, statistical pattern recognition, knowledge filtering, and post-processing, etc.

40 Algorithms Every Programmer Should Know: Hone Your Problem-solving Skills By Learning Different Algorithms And Their Implementation In Python

by Imran Ahmad

This book is for anyone who wants to understand essential algorithms and their implementation. Whether you are an experienced programmer who wants to gain a deeper understanding of the math behind the algorithms, or have limited data science and programming knowledge and want to learn more about this important area of active research and application, you’ll find this book useful. Although experience with Python programming is a must, knowledge of data science will be helpful but not necessary.

40 Algorithms Every Programmer Should Know - Second Edition: Tackle Computer Science Challenges With Classic To Modern Algorithms In Machine Learning, Software Design, Data Systems, And Cryptography

by Imran Ahmad

This computer science book is for programmers or developers who want to understand the use of algorithms for problem-solving and writing efficient code. Whether you are a beginner looking to learn the most used algorithms concisely or an experienced programmer looking to explore cutting-edge algorithms in data science, machine learning, and cryptography, you'll find this book useful. Python programming experience is a must, knowledge of data science will be helpful but not necessary.

40 Years of European Digital Policies: Forgotten Lessons (Professional Practice in Governance and Public Organizations)

by Detlef Eckert

Written by a seasoned European Commission official and industry expert with over 30 years of experience, this book invites you to embark on a journey through Europe's digital evolution. It provides an insightful guide to the policies that have positioned the EU as a catalyst for Europe’s digital transformation. The book serves as a historical narrative and an indispensable resource for policymakers and academics alike. Readers will learn from past triumphs and pitfalls to forge a path towards sustainable growth, innovation, and entrepreneurship. Presenting the rationale behind key policy decisions, the author unveils the dynamics shaping Europe's digital landscape. From pivotal moments to technological leaps, the book illustrates how the process of European integration has increasingly empowered policymakers to shape outcomes. Understanding this interplay between technology and policy is crucial for grasping the complexities of digital policymaking. Accessible to all, this book enhances technical explanations with legal and economic insights. By doing so, it enables readers to understand the nuances of digital policymaking and to envision a future for a digitally integrated Europe.

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