Index
A
- Absolute weights / Adjusting envelopes
- ActiveShade
- Affect Backfacing
- animation
- Autodesk DirectConnect
- about / Interoperability with AutoCad
- Autodesk MeshMixer / Importing models
- Autodesk style caddy
- used, for setting values / Setting values with the Autodesk style caddy
- AutoWrap, WrapIt
- about / WrapIt by The Pixel Hive
- Axial Orbit tool
- about / Navigation with the ViewCube
B
- base model
- creating / Introducing the project
- image reference, adding / Adding image reference
- forming / Forming the base model
- Quad menu's editable poly tools / The Quad menu's editable poly tools
- Quad menus editable poly tools / The Quad menu's editable poly tools
- values, setting with Autodesk style caddy / Setting values with the Autodesk style caddy
- fitting, to artwork / Fitting the model to the artwork
- round forms, generating from quad-based geometry / Generating round forms from quad-based geometry
- parts, detaching / Detaching and attaching parts of a model
- parts, attaching / Detaching and attaching parts of a model
- sculpting / A preview of a sculpting workflow
- poly loops. marking / Marking Poly Loops
- soft modeling / Soft modeling
- Sub-Object selection, modifier applying / Using Poly Select to apply modifiers to Sub-Object selections
- shapes, generating from edge selections / Generating shapes from edge selections
- Sweep modifier, comparing with Loft object / Comparing the Sweep modifier with the Loft object
- smoothing group / Smoothing Groups
- model forms, generating with Cloth / Generating model forms using Cloth
- Basic Wheels
- about / Using the Steering Wheel
- blend weights
- painting / Painting blend weights
- mirror mode / Mirror Mode
- Booleans
- creating / Creating and cleaning Booleans
- cleaning / Creating and cleaning Booleans
- Brekel Kinect and MotionBuilder
- used, for setting up Kinect motion capture / Kinect motion capture – setting up with Brekel Kinect and MotionBuilder
- Bridge Edges tool
- Brush Images / Brush Images and Custom Maps
- By Polygon
C
- caddy
- capping splines / Using Quad Cap Pro to generate meshes to conform
- CAT
- about / Rigging the creature with CAT
- used, for rigging creature / Rigging the creature with CAT
- working / Rigging the creature with CAT
- CAT rig
- matching, to FBX in MotionBuilder / Matching a CAT rig to an FBX in MotionBuilder
- matching, to FBX in 3ds Max / Matching a CAT rig to an FBX in 3ds Max
- CGSociety forums
- CheckMate Certification
- about / The goal of UV mapping
- Clear command / Packing the layout
- Clone brush
- using / Using the Clone brush
- Clone to Element option
- Cloth modifier
- about / Generating model forms using Cloth
- used, for generating model forms / Generating model forms using Cloth
- Cloth modifier parameters
- setting up / Setting up the Cloth modifier parameters
- cluster
- about / The goal of UV mapping
- ConnectVertex tool
- content
- searching, in scene / Searching for content in the scene
- Copy
- creature
- skinning / Skinning the creature
- creature, rigging with CAT
- about / Rigging the creature with CAT
- foreleg / The foreleg
- naming convention / Rig naming and selection
- selection / Rig naming and selection
- rig display / Rig display and access via layers
- layer manager / Rig display and access via layers
- Customizable Workspaces, 3ds Max 2013
- setting up / Customizable Workspaces
- Custom Map
- using / Brush Images and Custom Maps
- custom mapping texture
- applying / Just getting on with it...
- custom selection sets
- creating, with Named Selections / Creating your own selection sets with Named Selections
- custom UI scheme
- about / Default and custom UI schemes
- Cut and RemoveLoop tools
- about / Marking Poly Loops
- Cut tool / Spare parts
- Cut tool, 3ds Max 2013
D
- 2D graphic component
- progressing, to 3D component / Spare parts
- 3DBuzz
- about / Toggle trajectory
- 3ds Max
- geometric object, establishing / Quick start: Jump into making models
- user interface / Getting to know the User Interface
- view navigation / Deciding on the best view navigation
- model, displaying / Displaying your model for modeling, Model display
- scene units, setting / Setting scene units
- content, searching in scene / Searching for content in the scene
- custom selection sets, creating with Named Selections / Creating your own selection sets with Named Selections
- hardware shading settings, determining / Determining the hardware shading settings to use
- display panel filters / Setting filters in the Display panel
- Object Properties / Object Properties – Show Frozen in Gray
- shadow casting, disabling / Disabling shadow casting
- pivot controls, using / Moving and rotating objects using pivot controls
- Working Pivot / Pivots
- gizmo axis direction, changing / Changing the axis direction of the gizmo
- objects, cloning / Cloning objects: Instances, References, and Snapshots
- retopology / Introduction
- Scuptris.OBJ mesh, importing / Importing the Sculptris.OBJ mesh in 3ds Max
- retopologized model, finalizing / Finalizing the retopologized model
- CAT rig, matching to FBX / Matching a CAT rig to an FBX in 3ds Max
- game readiness, checking / Game readiness check
- 3ds Max 2013
- UI features / New modeling and UI features in 3ds Max 2013
- modeling features / New modeling and UI features in 3ds Max 2013
- Cut tool / Camera movement while a Cut operation is live
- Customizable Workspaces, setting up / Customizable Workspaces
- tabbed layout / Tabbed Layouts
- gradient, for viewport background / A gradient for the viewport background
- Autodesk®, installing / Interoperability with AutoCad
- Sub-Object level editing tools, via Ribbon / Sub-Object level editing tools via the Ribbon
- objects, joining / Joining objects
- Ribbon tools / Ribbon tools
- creature, skinning / Skinning the creature
- skin advanced parameters / Skin advanced parameters
- blend weights, painting / Painting blend weights
- low poly skinning, transfering to high poly mesh / Transfer of low poly skinning to a high poly mesh
- motion capture data handling / 3ds Max 2013 CAT data transfer to MotionBuilder
- 3ds Max 2013 CAT data transfer
- MotionBuilder, used / 3ds Max 2013 CAT data transfer to MotionBuilder
- 3ds Max default preferences
- 3ds Max UVW Unwrap editor
- about / The goal of UV mapping
- 3ds Max Working Pivot
- default preferences, 3ds Max
- default UI scheme
- about / Default and custom UI schemes
- presets, switching / Switching UI presets
- Detach as Clone
- direct painting
- versus, indirect painting / Direct painting versus indirect painting
- spherical and depth brush settings, used / Direct painting using spherical and depth brush settings
- display panel filters
- about / Display panel filters
- objects, hiding / Hiding and freezing objects
- objects, freezing / Hiding and freezing objects
- display properties / Display Properties
- display properties
- about / Display Properties
- Double Face
- about / …Into outer space
- Double Face problem
- about / …Into outer space
E
- edge selections
- shapes, generating from / Generating shapes from edge selections
- Editable Poly
- about / …Into outer space
- editable poly quad
- Edit Poly modifier
- about / Smoothing Groups
- Edit Seams tool / Just getting on with it...
- Exit Isolation Mode
- Extend tool
- Extrude Polygons tool
- Extrude Settings
F
- Falloff shape
- Forger / Importing models
- Free-Form Deformations
- Freeform/Polydraw tools
- exploring / Exploring the Freeform/Polydraw tools
- Step Build mode / Exploring the Freeform/Polydraw tools
- Topology tool / Exploring the Freeform/Polydraw tools
- Extend tool / Exploring the Freeform/Polydraw tools
- Freeform tab
- Full Navigation Wheel
- about / Using the Steering Wheel
G
- game readiness
- checking / Game readiness check
- Garment Maker modifier
- geometric object
- establishing / Quick start: Jump into making models
- Ghost Town Lite
- URL / A Greeble factory
- gizmo
- axis direction, changing / Changing the axis direction of the gizmo
- gradient, for viewport background
- Graphite Modeling Tools
- Greeble
- about / A Greeble factory
- constructing surface / Getting started with Greeble
- downloading / Getting started with Greeble
- adding, to Tube / Getting started with Greeble
- Edit Poly modifier, adding / Getting started with Greeble
- PolySelect modifier, adding / Getting started with Greeble
- Grid and Snap Settings / Generating round forms from quad-based geometry
- group
- used, for organizing scene / Organizing a scene using Groups
- about / Organizing a scene using Groups, Setting values with the Autodesk style caddy
- group functionality
- about / Group functionality
- Schematic view / Group functionality
H
- handy script
- for fixing up UVs / A handy script for fixing up UVs
- hardware shading settings
- determining / Determining the hardware shading settings to use
- Hide Unselected
- high poly model import
- about / High poly model import
- Home button, ViewCube
- about / Navigation with the ViewCube
- hotkeys
- modifying / Making changes to hotkeys
I
- Ignore Backfacing toggle / Soft modeling with Soft Selection
- image reference, base model
- adding / Adding image reference
- viewport image planes / Viewport image planes
- Instance
- about / Cloning objects: Instances, References, and Snapshots
- adjusting / Adjusting Instances
- iray
- enabling / NVIDIA iray ActiveShade rendering
- iray ActiveShade rendering
- Isolate Selection
K
- Kinect motion capture
- setting up, with Brekel Kinect and MotionBuilder / Kinect motion capture – setting up with Brekel Kinect and MotionBuilder
- Klanky the Robot
- URL / A Greeble factory
L
- Lathe modifier
- about / The Lathe modifier process
- usage / The Lathe modifier process
- layers
- about / Layers
- layout, UV mapping
- finalizing / Finalizing the layout
- Photoshop texture template, creating / Making a Photoshop texture template
- model, transfering to Mudbox / Send to Mudbox
- Viewport Canvas painting mode / 2D View in Viewport Canvas
- Local Normal
- Local space / Local, Screen, and Pick spaces
- Loft modifier
- Look command
- about / Using the Steering Wheel
- Louis Marcoux
- low-resolution model, ProOptimizer
- low poly skinning
- transfering, to high poly mesh / Transfer of low poly skinning to a high poly mesh
M
- Map Output nodes / Substance procedural textures
- maps
- loading, into other channels / Loading maps into other channels
- Marmoset Toolbag / Disabling shadow casting
- Material Autodesk Arch + Design / ProBooleans
- material types
- swapping, slate used / Swapping material types using Slate
- maxscript Quad Cap Pro
- mental ray Arch & Design / Interoperability with AutoCad
- Mini Tour Building Wheels
- about / Using the Steering Wheel
- MipMaps
- about / The goal of UV mapping
- mirror and flip commands
- about / Mirror and Flip commands
- Mirror Axis value
- model
- displaying / Displaying your model for modeling, Model display
- importing, into Sculptris / Importing a model into Sculptris
- model forms
- generating, Cloth used / Generating model forms using Cloth
- models
- importing / Importing models
- modifier attributes
- Modifier Modifier Zorb
- modifiers
- adjusting, in viewport / Adjusting modifiers in the viewport
- objects, selecting / Selecting objects that have a certain modifier
- modifier attributes, setting / Setting different modifier attributes for views and rendering
- applying, to Sub-Object selections / Using Poly Select to apply modifiers to Sub-Object selections
- ModularToolbarsUI / Switching UI presets
- MotionBuilder
- used, for 3ds Max 2013 CAT data transfer / 3ds Max 2013 CAT data transfer to MotionBuilder
- about / 3ds Max 2013 CAT data transfer to MotionBuilder
- CAT rig, matching to FBX / Matching a CAT rig to an FBX in MotionBuilder
- motion capture data handling
- Mudbox / Importing models
N
- Named Selections
- used, for creating custom selection sets / Creating your own selection sets with Named Selections
- Nitrous Accelerated Graphics Core / Determining the hardware shading settings to use
- nurnies / A Greeble factory
- NVIDIA iray / New modeling and UI features in 3ds Max 2013
O
- Object Properties
- Show Frozen in Gray / Freezing objects via Object Properties
- Trajectory / Toggle trajectory
- render properties / Object Properties – Render properties
- objects
- moving, pivot controls used / Moving and rotating objects using pivot controls
- rotating, pivot controls used / Moving and rotating objects using pivot controls
- objects, joining
- about / Joining objects
- booleans, creating / Creating and cleaning Booleans
- booleans, cleaning / Creating and cleaning Booleans
- ProBooleans / ProBooleans
- Optimize brush
- about / Freeform: Optimize
- Optimize Keyboard combinations
- about / Freeform: Optimize
- Orbit command
- about / Using the Steering Wheel
- Orbit Mode
- acessing, in 3ds Max / Pan, Orbit, and Zoom
- about / Pan, Orbit, and Zoom
- Orbit Scene option / Pan, Orbit, and Zoom
- Orbit Selected option / Pan, Orbit, and Zoom
- Orbit SubObject option / Pan, Orbit, and Zoom
P
- Paint Connect (P Connect)
- paint session
- starting / Starting a paint session
- channel, selecting / Channel selection
- 2D View painting / Shortcuts and 2D View painting
- Brush Images / Brush Images and Custom Maps
- Custom Maps / Brush Images and Custom Maps
- Clone brush, using / Using the Clone brush
- direct painting, spherical and depth brush settings used / Direct painting using spherical and depth brush settings
- layers / Layers
- maps, loading into other channels / Loading maps into other channels
- Pan Mode
- acessing, in 3ds Max / Pan, Orbit, and Zoom
- Pinch/Spread
- about / Pinch/Spread
- using / Pinch/Spread
- pivot
- about / Pivots
- Pixologic Scultpris / Importing models
- Point-to-Point Seams tool / Combining texture islands to save draw calls
- Point-to-Point tool / Just getting on with it...
- Polygon Sub-Object mode
- about / …Into outer space
- poly loop
- about / Marking Poly Loops
- marking / Marking Poly Loops
- Poly Select
- used, for applying modifiers to Sub-Object selections / Using Poly Select to apply modifiers to Sub-Object selections
- preview
- ProBooleans
- about / ProBooleans
- demonstration link / ProBooleans
- using / ProBooleans
- Projection parameters / Spare parts
- ProOptimizer
- about / ProOptimizer
- low-resolution model, creating / Creating a low-resolution model prior to skinning
- PSD (Photoshop Document) / Channel selection
- PTex
- about / The goal of UV mapping
Q
- Quad Cap Pro
- used, for generating meshes / Using Quad Cap Pro to generate meshes to conform
- QuadGen, WrapIt
- about / WrapIt by The Pixel Hive
- walkthrough / WrapIt by The Pixel Hive
- Quad menu
- customizing / Customizing the Quad menu
- Quad menu editable poly tools
- Quad menus editable poly tools
- editable poly quad / The Quad menu's editable poly tools
- Removeloop / The Quad menu's editable poly tools
- SwiftLoop / The Quad menu's editable poly tools
- Graphite Modeling Tools / The Quad menu's editable poly tools
- Quickslice (Qslice) tool
R
- Random Control
- Recall Selection command / Packing the layout
- Reference
- Refractive Software
- Relative weights / Adjusting envelopes
- Relax functions
- about / Relaxation techniques
- Relax tool / Just getting on with it..., WrapIt by The Pixel Hive
- RemoveLoop
- render properties, Object Properties
- retopologized model
- finalizing / Finalizing the retopologized model
- retopology
- about / Introduction, Retopology
- Freeform/Polydraw tools, exploring / Exploring the Freeform/Polydraw tools
- Pinch/Spread, using / Pinch/Spread
- Quad Cap Pro, using / Using Quad Cap Pro to generate meshes to conform
- stubborn polygons, filling / Filling stubborn polygons
- Rewind command
- about / Using the Steering Wheel
- Ribbon tools
- about / Ribbon tools
- using / Ribbon tools, Paint Connect, Vertex, and Distance Connect
- Paint Connect / Paint Connect, Vertex, and Distance Connect
- Quickslice (Qslice) / Paint Connect, Vertex, and Distance Connect
- SwiftLoop / Paint Connect, Vertex, and Distance Connect
- Cut / Paint Connect, Vertex, and Distance Connect
- Set Flow / Paint Connect, Vertex, and Distance Connect
- Vertex / Paint Connect, Vertex, and Distance Connect
- shift / Freeform: Shift
- optimize / Freeform: Optimize
- round forms
- generating, from quad-based geometry / Generating round forms from quad-based geometry
S
- scene
- organizing, Groups used / Organizing a scene using Groups
- Screen space
- script
- setting up / A handy script for fixing up UVs
- sculpting workflow
- about / A preview of a sculpting workflow
- features / A preview of a sculpting workflow
- UV mapping / A preview of a sculpting workflow
- Scuptris.OBJ mesh
- importing, into 3ds Max / Importing the Sculptris.OBJ mesh in 3ds Max
- SelectEdgeLoop command / The Quad menu's editable poly tools
- Set Flow
- shadow casting
- disabling / Disabling shadow casting
- shapes
- generating, from edge select / Generating shapes from edge selections
- Shift brush
- about / Soft modeling with the Shift brush , Freeform: Shift
- Freeform tab / Soft modeling with the Shift brush
- Screen space / Soft modeling with the Shift brush
- Mirror Axis value / Soft modeling with the Shift brush
- Show Frozen in Gray, Object Properties
- skin advanced parameters
- about / Skin advanced parameters
- envelopes, adjusting / Adjusting envelopes
- skin adjustments, checking / Checking skin adjustments
- weighting per vertex / Weighting per vertex
- smoothing groups
- about / Smoothing Groups
- editing / Smoothing Groups
- Snapshot
- soft modeling
- about / Soft modeling
- with Soft Selection / Soft modeling with Soft Selection
- with Shift brush / Soft modeling with the Shift brush
- with Free-Form Deformations / Soft modeling with Free-Form Deformations
- relaxation techniques / Relaxation techniques
- Soft Selection
- about / Soft modeling with Soft Selection
- using / Soft modeling with Soft Selection
- parameters / Soft modeling with Soft Selection
- Soft Selection tool
- about / Soft Selection
- Spacing tool / WrapIt by The Pixel Hive
- spare parts
- 2D graphic component, progressing to 3D component / Spare parts
- Greeble factory / A Greeble factory
- star ship
- building / From primitive origins...
- building, from primitive / From primitive origins...
- outer space, building / …Into outer space
- star ship construction walk through
- Star Wars / A Greeble factory
- Steering Wheel
- about / Navigation with the Steering Wheel
- using / Using the Steering Wheel
- Full Navigation Wheel / Using the Steering Wheel
- Basic Wheels / Using the Steering Wheel
- View Object Wheels / Using the Steering Wheel
- Mini Tour Building Wheels / Using the Steering Wheel
- Step Build mode
- STL
- about / …Into outer space
- STL Check modifier
- about / …Into outer space
- Sub-Object editing
- in Manipulation mode / Sub-Object editing in Manipulation mode
- Sub-Object level editing tools, via Ribbon
- about / Sub-Object level editing tools via the Ribbon, Getting started
- Snaps tool / Getting started
- Ribbon Freeform tool / Getting started
- edge loop control / Edge loop selection and growth
- edge loop, growing using Grow Loop icon / Edge loop selection and growth
- Loop Mode / Loop mode and live select mode
- See-Through mode / Loop mode and live select mode
- SwiftLoop / Loop mode and live select mode
- Quickslice / Loop mode and live select mode
- Loop Spacing tools / Loop mode and live select mode
- live select mode / Loop mode and live select mode
- SubObj + Multi modes / Loop mode and live select mode
- ring selection / Dot selection, growth, and Step selection
- dot selection / Dot selection, growth, and Step selection
- sttep selection / Dot selection, growth, and Step selection
- Manipulation mode / Sub-Object editing in Manipulation mode
- Sub-Object selections
- modifiers, applying / Using Poly Select to apply modifiers to Sub-Object selections
- Substance map / Substance procedural textures
- Sweep modifier
- about / Comparing the Sweep modifier with the Loft object
- comparing, with Loft modifier / Comparing the Sweep modifier with the Loft object
- SwiftLoop
T
- tabbed layouts, 3ds Max 2013
- about / Tabbed Layouts
- tablet user guide
- about / Tablet user's guide
- material types, swapping / Swapping material types using Slate
- substance procedural textures / Substance procedural textures
- asset texturing walk-through / Asset texturing walk-through
- Target Weld Vertex
- template scene
- Topology tool
- TraceParts
- Trackbar
- about / Customizable Workspaces
- trajectory
- toggling / Toggle trajectory
- about / Toggle trajectory
- Trajectory, Object Properties
- about / Toggle trajectory
- TriMesh object / Quick start: Jump into making models
- Tumble tool
- about / Navigation with the ViewCube
- TurboSmooth modifer
- about / …Into outer space
- Turbosmooth modifier
- assigning, to all models / Assigning a single Turbosmooth to all your models
- TurboSmooth modifier
- about / Adjusting Instances, Smoothing Groups
- Turbosquid
- about / The goal of UV mapping
- Tweak In View tool / Just getting on with it...
U
- Ungroup command
- about / Group functionality
- Unwrap UVW editor
- working with / Gaining familiarity with the Unwrap UVW editor
- Edit UVWs window / Gaining familiarity with the Unwrap UVW editor
- Freeform Mode widget / Gaining familiarity with the Unwrap UVW editor
- UnwrapUVW modifier / Spare parts
- Unwrap UVW modifier
- about / A preview of a sculpting workflow, Marking Poly Loops
- adding, to model / The goal of UV mapping
- Unwrella
- about / The goal of UV mapping
- user interface
- about / Getting to know the User Interface
- hotkeys, customizing / Making changes to hotkeys
- Quad menu, customizing / Customizing the Quad menu
- view layout, modifying / Making changes to the view layout
- UV-Packer
- about / The goal of UV mapping
- UV editor
- about / The goal of UV mapping
- UV layout tools
- about / Additional UV layout tools
- Soft Selection tool / Soft Selection
- UV mapping
- about / A preview of a sculpting workflow
- goal / The goal of UV mapping
- texture islands, combining / Combining texture islands to save draw calls
- custom mapping texture, applying / Just getting on with it...
- texture, displaying on object / Just getting on with it...
- points, aligning / Aligning points
- mirror and flip commands / Mirror and Flip commands
- layout, packing / Packing the layout
- layout, finalizing / Finalizing the layout
- UV Mapping
- goal / The goal of UV mapping
- UV Strip Straightener
- UVW editor hotkeys
- setting / Setting UVW editor hotkeys
V
- Vertex mode
- ViewCube
- about / Navigation with the ViewCube
- Home button / Navigation with the ViewCube
- cube / Navigation with the ViewCube
- Tumble tool / Navigation with the ViewCube
- Axial Orbit tool / Navigation with the ViewCube
- adjustments, making / Making adjustments to the ViewCube display
- view layout
- modifying / Making changes to the view layout
- view navigation, 3ds Max
- Pan mode, accessing / Pan, Orbit, and Zoom
- Orbit mode, accessing / Pan, Orbit, and Zoom
- Zoom mode, accessing / Pan, Orbit, and Zoom
- ViewCube, using / Navigation with the ViewCube
- Steering Wheel, using / Navigation with the Steering Wheel, Using the Steering Wheel
- View Object Wheels
- about / Using the Steering Wheel
- Viewport Canvas painting mode
- about / 2D View in Viewport Canvas
- 2D View / 2D View in Viewport Canvas
- viewport image planes
- about / Viewport image planes
- View space / Local, Screen, and Pick spaces
- visual language, for science fiction machinery
- Vray and VrayRT
W
- Weight Tool dialog / Adjusting envelopes
- WrapIt
- about / WrapIt by The Pixel Hive
- QuadGen / WrapIt by The Pixel Hive
- AutoWrap / WrapIt by The Pixel Hive
- limitations / WrapIt by The Pixel Hive
- automatic edge loops / WrapIt by The Pixel Hive
X
Z
- ZBrush / Importing models
- ZBrush parlance
- Zoom Mode
- acessing, in 3ds Max / Pan, Orbit, and Zoom
- options / Pan, Orbit, and Zoom
- Orthographic views / Pan, Orbit, and Zoom
- Perspective view / Pan, Orbit, and Zoom
- Zoom Extents Selected / Pan, Orbit, and Zoom
- Zorb Tools