3D
Studio Max R3 In Depth / 3DS Max 4 In Depth
Author: Rob Polevoi
('Max3 in depth) / John McFarland and Rob Polevoi
('Max4 in depth)
Publisher: Coriolis
ISBN: 1-57610-432-x (Max3) / 1-57610-869-4
(Max4)
Purchasing (Max3 In Depth): [Amazon.Com]
[Fatbrain.Com]
- RRP US$49.99
Purchasing
(Max4 In Depth): [Amazon.Com]
[Fatbrain.Com]
- RRP US$59.99
Reviewed: 28th October 2001
Front
Cover Shot:
Overview
As
almost anyone whos done even a little bit of 3D
graphics will be aware, 3D modelling is not an
easy thing to do, let alone master. The best programs
for creating 3D models tend to be very expensive,
and often require a degree just to create even
the simplest of models. There are always free/shareware
programs that do the same job, but they rarely
offer the same feature set or power of the industry
standard programs.
3D
Studio Max is one such program, I've been using
it for simple things for quite a long time now,
and have always been intimidated by the interface
and feature set. There are litteraly 1000's of
features that I have no idea how to use, or what
I might want to use them for. Some people say
that the visual studio programs have complicated
interfaces, but I'd have to say that they are
comparatively simple when put alongside 3D Studio
Max.
Therefore,
I can definitely say that a good book on the program
is not just useful, but essential. This is where
"3D Studio Max R3 In Depth" and "3DS
Max 4 In Depth" comes in. So why am I reviewing
two books in the same review? well both books
are on different versions of the same program,
and both books follow a very similiar structure
- therefore many of the points (good and bad)
for one book will also apply to the other book.
So instead of just repeating this article twice,
I've done one combined review...
Two great books for a complicated subject
Both
books are made up of a healthy 675-700 pages,
spanning 22 different chapters and 6 sections
(each one covering a different major aspect of
3D modelling). The book moves to a fairly fast
beat - introducing several excercises/techniques
in every chapter, and just as much theory.
As
I already stated, 3D Studio Max R3 is a complicated
program (and 3DS Max 4 is even more complicated),
and even the author acknowledges this: "3D
Studio Max 3 is so deep and complex that no book
can sound its bottom" - from the introduction.
I like the way that the author kept things realistic
- he would have been very foolish to claim that
this book (or any book) would cover this whole
program. The other problem with 3D graphics in
general is that the field is constantly evolving
and changing - no book can cover everything, because
as soon as it's published a whole new area will
have come to light...
Having
said this, the book does go to a considerable
depth (hence the title) on all of the major areas
of the program, and associated techniques - if
you got all of the techniques discussed in this
book under your belt then you would be more than
capable of catching up and learning the new techniques
as they appeared. As mentioned earlier, both books
follow a similiar structure - and this is very
evident on the contents page; both books follow
almost identical chapter/section headings - which
is summarised in this following list:
Working with the program, and the interface
you'll need to master.
Working with the basic max tools, and other
foundation techniques
Modelling - creating meshes, primatives
etc...
Applying materials and textures to the
meshes that you create
Lighting, cameras and the rendering of
scenes/movies
Animation - an incredibly important part
of all 3D graphics.
The
above list covers pretty much everything you'll
need to know, each section is broken down into
several chapters, and each chapter is often broken
down into some explanation/theory and then some
excercises to back up what was just explained,
and to show off new techniques you'll want to
use. It is all compiled very well - it is possible
to jump straight to a chapter on texturing (for
example) and get started with those excercises;
yet it also works very well if you choose to (properly)
read the book from cover-to-cover. Obviously it
is much easier (and advisable) to go along the
cover-to-cover route if you are serious about
learning this program, but once you have read
it you can still use the book as a reference resource.
As
I mentioned before, I've had some experience of
using the program - limited mostly to some very
very simple box-modelling. So as far as this book
was concerned I was a beginner, but with a little
experience of clicking buttons and seeing what
happens (or what doesn't!). One thing that I had
never understood was texturing meshes - I could
do some quite cool robots/cars/airplanes using
box models, but had never been able to texture
them properly. The first thing I did upon reading
this book was to jump to the section on texturing
- I had a vested interest in wanting to find out
how. 30 minutes later I was quite happily texturing
my 3D box models properly - no joke. I have to
say I was very pleased with myself at having worked
out how to do it, and was very happy with the
book - it had taught me to do something I had
been trying to do for ages. I can now easily say
that you will learn from this book - the step-by-step
excercises are great for learning from. The broad
depth and breadth of this resource means that
you are quite likely to find a section (and usually
an excercise) for any major feature you want.
The
other main point to be raised is the aims of the
books - they are mostly aimed towards standard
3D graphics - rendering still images, movies etc...
but there is also a healthy mention of game and
real-time related graphics work - low polygon
modelling, texture skinning etc... which is definately
a good thing. I have seen several books on this
and similiar programs completely ignore the game/real-time
computer graphics community - yet we make up a
rather large proportion of end-users.
The
included CD with this book is also very good -
all of the lessons are stored in max files for
you to look at, usually with one max file for
each step, so you can read through the book and
play around on-screen with the authors examples
to make sure you know whats going on.
Where
does it fall down?
As
already stated, Max 3 or Max 4 is a deep program,
and no book will give you the complete resource.
However, combined with the better online tutorials
you will get quite a long way with this book before
you need something bigger/better.
The
main problem with this subject is it's complexity
- it is just not a beginners subject, no one could
ever create a 1-2-3 dummies guide to Max (that
would be worth reading anyway). The author has
done an excellent job at bringing the entry barrier
for 3D graphics to a reasonable level; however,
dont expect an easy ride. You will hit the floor
running if you have a good head for 3D graphics
(any Direct3D experience will stand you in good
stead) - the program is complicated enough, if
you cant get your head around simple 3 dimensions
and objects then dont look to this book for too
much help. It will help to understand some of
the key-words for CG as well - radiosity lighting,
ray-tracing, texure coordinates/textures, meshes,
primatives to name a few - if you aren't familiar
with these then they are explained in the book,
but it may mean that you need to keep jumping
around for definitions if you cant remember them.
In
general the book will require a reasonable amount
of intelligence from the reader - many of the
topics will rely on knowledge of other topics
(and being able to remember them), and it also
requires general ability - when the author gives
a description you NEED to get it sorted out in
your head before you carry on. Maybe what I'm
saying is that a 12yr old child may well be fluent
on a computer, but will find this subject incredibly
hard; yet a 20yr old university student will be
much more capable of the work/subject matter.
The
overriding disadvantage of "3D Studio Max
R3 In Depth" is that it's for 3D Studio Max
R3 - and this summer (2001) 3DS Max 4 was released,
so we are currently one version behind. Due to
the extremely high price-tag for Max-4 ($2000+
I do believe) you may well be better off buying
a second-hand/reduced copy of 3D Studio Max R3;
for the majority of uses this version is just
as good as V4 - it will be mainly serious professional
types that are upgrading. Either way, there's
a book for whichever version you can get your
hands on...
In
Summary
Now
it's time for you to decide whether this book
is for you. I would have no problem with recommending
this book to you if you intend to use the progam
seriously. There are a large number of books on
the subject, and I can guarantee that this is
by far one of the better books.
The
main decision is over which book you need - based
mainly on which version of the software you own.
Both versions of the software are still pretty
expensive, but you may be able to find reduced-price
or second hand copies of 3D Studio Max R3 - now
that 3DS Max 4 has been released.
Good
Things |
Bad
Things |
Well segmented into theory and excercises. |
Not aimed at beginners at all - a general
level of knowledge/ability is required. |
Covers all of the main areas that you need
to know. |
Assumes knowledge that not many beginners
will be in possession of (it is aimed at
intermediate-advanced readers though) |
The accompanying CD is well done, and useful
when reading through the book. |
Theres no point in owning this book unless
you also own the software- which is pretty
obvious :) |
Does an excellent job of bringing the entry-barrier
down for the field, ie, you dont need to
be a rocket-scientist to understand it. |
|
Two books, for two versions of the software
- both are very similiar, so you have a
good resource whichever version of the sw
you own. |
|
|