Excellent Book
08 Sep 2008 @ amazon.com
As a total new beginner, the book is really good. Although there are tools that the Author does not touch it and encourage the readers to explore by himself/herself, this is mainly a modeler book as the Author says. The author teaches you very useful tips and tricks. For me, it met my expectations and more. I have learned a lot from it and it put me straight up and running with 3ds max.
Yes, the Author haven’t touch some of the tools, but will you remember all and every tool??? Well, if you wish to go through the over 1000 pages and have a reference book that tells you every and all buttons, then I think the Bible one will do the great job. However, I like the practical approach from this book.
Among all the 3ds max books I bought:
- Learning 3ds Max 2008 Foundation by Autodesk (Terribly Bad)
- Introducing 3ds Max 2008 by Dariush Derakhshani (Good)
- Essential 3ds Max 2008 (The BEST)
- 3ds Max at a Glance (At a Glance) by George Maestri (Bad)
- 3ds Max Modeling: Bots, Mechs, and Droids (Wordware Game and Graphics Library) by Jon Weimer. (Just got it, so no comments on this one yet).
I can tell you that Essential 3ds Max 2008 by Sean McBride is no doubt the King! I just got the 3ds Max Modeling: Bots, Mechs, and Droids (Wordware Game and Graphics Library) by Jon Weimer, haven’t got the time to read it yet. But it looks promising too at the first glance.
Plus it comes with the Matrix Sentinel Video tutorial... Awesome...
Never the less, my verdict for this book, it definitely goes 5 stars. There are sections that it does challenge you a bit and requires a bit of the reader attention and memory. I like that approach.
Essential Reading for 3ds Max Modelers
03 Sep 2008 @ amazon.com
Having used 3ds Max since version 3, I have had the opportunity to see the application evolve over the years. With each new release, more and more sophisticated tools are added to meet the production needs of artists and studios. However, the core techniques necessary to model are not tied to any specific version of Max. But if you want to excel as a modeler, then Essential 3ds Max 2008 by Sean McBride is the book for you.
Learning Max’s interface is daunting at first but the author goes into great detail when explaining all the relevant tools and their functionality. Once you are able to navigate the interface, you can then focus on your craft. It’s always amazing to see a final production model, but it had to start somewhere and this book steps through that process. Many models begin their path to a complex high-poly state as just simple primitives and the author provides multiple examples of how to effectively utilize this modeling technique.
Chapter 16 - Becoming an Advanced Modeler / Artist is only 12 pages long but McBride manages to give the reader years worth of production experience. If all modelers followed the techniques in Chapter 16, it would significantly benefit the rigging/animation phases of any pipeline. If you are interested in working in the game industry as a modeler, then this book will prove to be an invaluable resource, especially Chapters 19 & 20, which describe the process of creating Normal Maps.
In short, if you want to efficiently create production-quality models, then I highly recommend Essential 3ds Max 2008. But like most 3ds Max books, there is just a mention of the power of MAXScript, which is the one area that I wished this book would have explored.
NOTE: This book says 3ds Max 2008, but it is essential reading for 3ds Max 2009 and for every version after that.