Midterm+Review

Q - Select W - Select and Move E - Select and Rotate R - Select and Scale G - Toggle grid on and off J - Toggle surround box on and off F9 - Render Ctrl+A - Select all Ctrl - select multiple elements Shift F - Show render area Zoom in on an object - select the object and press z alt+tab - switch windows g- toggle grid j - bounding box toggle

M - Material Window Drag copy technique in Max select + Z - zoom in on object

PSD file - Photoshop document Max File

Primitives

Vector vs Bitmap The power of 2 and the grid (from your reading) Modular Design Opacity (map)- Defines the transparency of an object Offset and Clone - a common method inside of Photoshop for creating tiling textures Material window (sample materials, assing to sphere or box sample, show material map, delete material, go to parent/sibling,

Autogrid - used to automatically stack objects on top of each other Blend modes - used to combine layers in interesting ways based on properties such as color and luminosity Hue - refers to a //pure// color—one without [|tint or shade] red, blue, yellow, etc. Saturation - the strength or purity of the color Brightness - the lightness or darkness of the color Alpha channels - black and white or grayscale images that are generally used for transparency and masking Perspective - the illusion that something far away from us is smaller.

Diffuse - The main factor that determines the color of your materials Bump map - is usually a separate image used to make the surface of an object appear to have an irregular surface—to look bumpy. The bump map, the image used to create this effect, is usually grayscale, and the lighter areas of the map appear raised and the darker areas appear to be lower. Bump mapping is an option that adds the type of subtle depth to a surface that does not require additional geometry.

Normal map - Normal mapping is the variation of bump mapping most commonly used in games, and artists will often use the terms interchangeably. In normal mapping, the artist still creates a grayscale map of the surface details but adds a final processing step (usually with a Photoshop plug-in, like the one on this book’s DVD) that converts it to a red-green normal map before final delivery. Essentially, a normal map contains more information and, in turn, the game engine can render the pixels in a more accurate and dynamic like actual geometry, as it is lighting the surface one pixel at a time as opposed to one polygon at a timefashion. A normal map can make a surface look far more complex,

Shape and form light maps Multi sub objects

Mapping types - Planar, Box, Spherical, Cylindrical, Multi-subobject, UV Mapping Procedurals

Warm colors vs Cool Colors

Diffuse Specular Illumination Trasparency Reflection Bump Displacement