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이동후
저자:이동후 현청강문화산업대학교게임스쿨교수다.애니메이션뽀로로와노래해요,선물공룡디보전체에피소드,천재학습놀이뽀리딩캐릭터제작,킬라이드온라인,노바1492,갈온라인,데빌매이클라이모바일,크레이지파킹,버블스마일,골든글러브,골든글러브2등의프로젝트에참여했다.≪서브스턴스3D페인터베이직클래스≫,≪지브러시베이직클래스≫,≪3D모델링마스터클래스≫의저자다.
CHAPTER13D모델링기초I__Section01_3dsMax설치__Section02_3dsMaxUI의이해__Section03_CreateTap기본도형생성__Section04_Viewport를자유롭게내비게이션하기__Section05_Selection의이해__Section06_3dsMax의축과Transform(Move,Rotate,Scale)__Section07_효율적으로Object를관리하고복사하기____Object복사하기____Object관리____CreateSelectionSet____Group____SceneExplorer__Section08_EditablePoly모델링하기____Vertex,Edge,Polygon선택하기____EditablePoly-Selection____Vertex____Connect____Extrude____Weld____Chamfer____TargetWeld____Collapse____SoftSelection____Edge____Selection____Connect____Chamfer____Extrude____Bridge____Remove____Polygon____Extrude____Bevel____Inset____Bridge____Border____Extrude____Cap____Detach____Attach____Bridge__Section09_Modify를이해하고다양한Modifier적용하기____Bend____Taper____Twist____FFD(FreeFromDeformation)____Shell____Subdivision모델링의이해____Symmetry____다양한Modifier를이용한예제CHAPTER23D모델링기초II__Section01_Spline생성하고편집하기____Lathe____두개이상의Spline을이용한모델링____Boolean____Loft____ExtrudeAlongSpline____PathDeform____Modify-PathDeform을이용해나무만들기____Modify-PathDeform을이용해복잡한나무만들기__Section02_RibbonModeling____DotLoop와DotRing____SwiftLoop____PConnect____FlowConnect____LoopTools____Center____Space____AdjustLoops____Curve____Straight____Relax____Circle____Box변형하기____Cylinder변형하기__Section03_RibbonFreeform____Conform____NewObject____StepBuild____Extend____Topology____PaintDeformCHAPTER3다양한Object제작하기Ⅰ__Section01_접시만들기____기본도형을이용해접시만들기____Plane을이용해접시만들기____Spline을이용해접시만들기__Section02_햄버거만들기____빵만들기____패티와야채만들기____깨만들기__Section03_엔틱컵만들기____엔틱컵하단만들기__Section04_엔틱의자만들기____의자방석만들기____의자다리만들기____의자등받이만들기__Section05_주크박스만들기____주크박스몸체만들기____주크박스덮개만들기____주크박스기둥과원형장식만들기____주크박스장식커버만들기__Section06_맥주펌프만들기____펌프노즐만들기____펌프보디만들기____펌프볼트만들기CHAPTER4다양한Object제작하기II__Section01_자동차만들기____자동차외형만들기____자동차바퀴만들기__Section02_스쿠터만들기____스쿠터외형만들기____스쿠터바퀴만들기CHAPTER5캐릭터모델링__Section01_곰인형만들기__Section02_말만들기__Section03_Box를이용해인체기본형만들기__Section04_인체구조이해하기__Section05_사람머리(얼굴)만들기__Section06_사람몸완성하기__Section07_카툰스타일캐릭터만들기____얼굴만들기____몸만들기____팔만들기____다리만들기____손만들기____옷만들기____신발만들기CHAPTER6UVWMap의이해__Section01_UVWMap좌표의이해__Section02_UnwrapUVW__Section03_Projection__Section04_Stitch와DetachEdgeVertex__Section05_Stitch__Section06_QuickTransform__Section07_Explode__Section08_LowPoly로제작된건물Object의UVWMap설정좌표를설정하고이미지적용하기__Section09_곰인형UVWMap좌표설정하기____QuickPeel과Relax____Seams와PeltMap____ArrangeElementsCHAPTER7렌더링과재질__Section01_Arnold렌더러__Section02_ArnoldMaterial기초____Base____BaseColor____Specular-Roughness____Metalness____Transmisson____Subsurface____Coat____Emission__Section03_재질과렌더링실습____맥주펌프재질만들기____엔틱의자재질만들기____스쿠터재질만들기CHAPTER8리깅과포즈__Section01_리깅____Bone생성하기____Bone을따라움직이기____Envelopes와CrossSections____WeightTool____PaintWeight____WeightTable__Section02_포즈____Biped____Skin적용하고포즈잡기CHAPTER9다양한모델링접근방식__Section01_Boolean과Retopology기능을활용한모델링____Retopology____Boolean__Section02_규칙적인패턴을가진Object만들기1____제작과정__Section03_규칙적인패턴을가진Object만들기2__Section04_불규칙한패턴을가진Object만들기____패턴응용하기__Section05_선택기능으로불규칙한패턴을가진Object만들기1__Section06_선택기능으로불규칙한패턴을가진Object만들기2__Section07_선택기능으로규칙적인패턴을가진Object만들기1__Section08_선택기능으로규칙적인패턴을가진Object만들기2__Section09_선택기능으로규칙적인패턴을가진Object만들기3__Section10_선택기능으로규칙적인패턴을가진Object만들기4__Section11_선택기능으로규칙적인패턴을가진Object만들기5
3dsMax2024업그레이드단순히3dsMax툴을배우는것을넘어서3D모델링의기본원리와접근방법을자세히설명합니다.저자의오랜실무경험을바탕으로학습을방해하는불필요한기능설명을최소화하고,독자가성취감을느끼며학습할수있도록구성했습니다.또한3dsMax의수많은기능을의미없이따라하기보다는,독자스스로형태를분석하고다양한기능을응용해자신만의노하우를쌓을수있도록다양한예제와모델링방법을담았습니다.