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Index
Cover Title Page Credits Copyright Publisher's Note Dedication Acknowledgments About the Author Introduction Chapter 1: Working in 3D
Understanding 3D Space Exploring a 3D Scene Navigating the modo User Interface Maneuvering in 3D Space Review
Chapter 2: Creating Objects
Handling Objects in modo Exploring the Work Plane Creating and Editing Primitives Making Selections Using the Transform Tools Understanding Action Centers Using Falloffs Practice: Modeling a Water Bottle Review
Chapter 3: Creating Textures
Understanding Textures in the Real World Creating Textures in 3D Using Texture Layers Adding Procedural Textures Using UV Maps Creating Image-Based Textures Using Texture Channels Practice: Texturing the Water Bottle Review
Chapter 4: Lighting
Using Lights in 3D Creating a Basic Lighting Setup Setting Up Environments Rendering Basics Practice: Lighting the Water Bottle Review
Chapter 5: Subdivision Surface Modeling
Using Subdivision Surface Modeling Modeling Organic Objects Modeling Semi-Organic Objects Modeling Hard-Surface Objects Review
Chapter 6: Textures for Visualization
Setting Up a Test Environment Creating Customized Materials from Presets Creating Organic UV Maps Building Materials from Scratch Review
Chapter 7: Studio Lighting and Rendering
Creating a Studio Environment with Simple Geometry Setting Up Lighting Based on Geometry Optimizing Render Settings for Final Output Using High Dynamic Range (HDR) Environments Review
Chapter 8: Modeling Architectural Interiors
Modeling Basic Architectural Geometry Dealing with Complex Sections of Interior Models Creating Architectural Accents and Embellishments Review
Chapter 9: Texture and Lighting for Architectural Interiors
Creating Textures for Interior Visualization Adding Secondary Models Adjusting Lighting and Render Settings Review
Chapter 10: Modeling Architectural Exteriors
Setting Up Reference Images and Blocking Geometry Using Blocked-In Geometry to Create the Finished Structure Adding Secondary Structures Using Subdivision Surfaces in a Polygonal Model Modeling Complex Surfaces with Displacement Maps and Baked Geometry Review
Chapter 11: Texture and Light for Architectural Exteriors
Creating Textures for Architectural Exteriors Using Fur and Replicators to Populate the Scene Designing Lighting Scenarios for Outdoor Scenes Review
Chapter 12: Improving Final Renders
Mastering the Shader Tree Using Render Outputs Sweetening 3D Renders by Using Photoshop Review
Chapter 13: Animation
Creating Keyframes for Animation Using the Graph Editor Setting Up Motion Paths and Constraints Rendering Sequences and Composing in After Effects Review
Appendix
What You’ll Find on the DVD System Requirements Using the DVD Troubleshooting Customer Care
Index
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