paul neale
paul neale
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Dynamic Vine
Tutorials on the way. Hold tight, there is more to come.
zhlédnutí: 945

Video

3DS Max Goo Ball Explanation
zhlédnutí 3,1KPřed 2 měsíci
Well, you asked for it, so here it is.
3DS Max Farm House Beauty Rotation
zhlédnutí 713Před 3 měsíci
3DS Max Farm House Beauty Rotation
Scissor Lift
zhlédnutí 1,4KPřed 3 měsíci
Banged this together for someone. maybe I'll do a better break down at some point.
Game Set Tutorial
zhlédnutí 638Před 3 měsíci
Coming Soon
Owl
zhlédnutí 601Před 3 měsíci
This project was done some years back for Fuse FX A custom tool set created at PEN Productions called Bird Brain was used to generate, comb and animate the feathers. All rigging was done in 3DS Max.
3DS Max Optimized Stretched Leather
zhlédnutí 1,7KPřed 5 měsíci
Quick way to create optimized stretched leather
3DS Max Conform Ties
zhlédnutí 2,8KPřed 5 měsíci
I show a great way to conform ties around several objects at once and keep a clean solution.
3DS Max Using Generic Textures
zhlédnutí 920Před 5 měsíci
This video show a technique for using generic textures instead of having to paint textures for each asset. This time save time in production as well as save memory at render time or in real time applications. I used this technique extensively on the movie Return to Neverland where all of London was textured using traditionally painted textures.
3DS Max Game Barrel
zhlédnutí 603Před 5 měsíci
Ok, so it was five minuets. Quick game res barrel model.
3DS Max Scene Set Up for Modeling
zhlédnutí 1,7KPřed 5 měsíci
This is a break down of how I set up my scenes while I'm modeling. I like to model with a camera and base lighting setup so that I can see good looking results as I work and I can also model to the camera I'm going to be rendering from. That isn't possible when you are modeling for a large production but it still helps to understand that what you are modeling will look good in the finals.
3DS Max Dock of the Bay Breakdown
zhlédnutí 2,6KPřed 5 měsíci
Break down of how this set was created using both procedural modeling and poly modeling. This is not a tutorial on exact steps but an over view.
3DS Max Low Poly Wood Crate
zhlédnutí 962Před 5 měsíci
Poly Modeling a low poly wood crate in 3DS Max
3DS Max Procedural Clay Well Breakdown
zhlédnutí 2,5KPřed 6 měsíci
This is an explanation of how I modelled a well using only procedural objects and modifiers. No polygons were hurt in the making of this asset.
3DS Max Procedural Clay Tile Roof
zhlédnutí 8KPřed 6 měsíci
In this video I should a method for creating a clay tile roof using procedural objects and modifiers only.
Linear Skin Weights Explained
zhlédnutí 1,1KPřed 6 měsíci
Linear Skin Weights Explained
Substance Painter Geometry Masking
zhlédnutí 1KPřed 6 měsíci
Substance Painter Geometry Masking
3DS Max AMP Substance Painter Setup
zhlédnutí 1KPřed 6 měsíci
3DS Max AMP Substance Painter Setup
3DS Max AMP Unwrapping 05
zhlédnutí 1KPřed 7 měsíci
3DS Max AMP Unwrapping 05
3DS Max AMP Unwrapping 04
zhlédnutí 804Před 7 měsíci
3DS Max AMP Unwrapping 04
3DS Max AMP Unwrapping 03
zhlédnutí 740Před 7 měsíci
3DS Max AMP Unwrapping 03
3DS Max AMP Unwrapping 02
zhlédnutí 845Před 7 měsíci
3DS Max AMP Unwrapping 02
3DS Max AMP Unwrapping 01
zhlédnutí 1,9KPřed 7 měsíci
3DS Max AMP Unwrapping 01
3DS Max Procedural Pipes
zhlédnutí 3,8KPřed 7 měsíci
3DS Max Procedural Pipes
3DS Max Hard Surface Boolean Workflow
zhlédnutí 7KPřed 7 měsíci
3DS Max Hard Surface Boolean Workflow
3DSMax 2024.2+ Procedural Static Electricity
zhlédnutí 4,4KPřed 8 měsíci
3DSMax 2024.2 Procedural Static Electricity
VSCode to 3DSMax
zhlédnutí 2,1KPřed 10 měsíci
VSCode to 3DSMax
3DSMax Chain Link Fence
zhlédnutí 2,8KPřed 10 měsíci
3DSMax Chain Link Fence
3DS Max Copy Instance Reference Procedural Train Track
zhlédnutí 6KPřed rokem
3DS Max Copy Instance Reference Procedural Train Track
Making Of Autodesk Rig B
zhlédnutí 5KPřed rokem
Making Of Autodesk Rig B

Komentáře

  • @MaxPayne-rd5wd
    @MaxPayne-rd5wd Před dnem

    I just discovered your channel and I want to say thank you for posting all the tutorials. There aren't many industry professionals who cover all aspects of 3d modelling. Please post more your rooftop tutorial was really helpful. First time in life I saw how to use array modifier in detail. I will cover your UV unwrapping tutorials next. Thanks for the awesome tutorials.

    • @paulneale
      @paulneale Před dnem

      You're welcome. I also have a series here and more on the way. czcams.com/play/PLhcslL5rteddUbsiZrEFTwaAHFcuZFhRv.html&si=miCtdtU4dKwjV0i9

  • @dianakanz
    @dianakanz Před 3 dny

    where to get the car drawings?

  • @F10F11hm
    @F10F11hm Před 4 dny

    Magic! I cannot wait for a breakdown.

  • @EhsanShamsi-et7vi
    @EhsanShamsi-et7vi Před 12 dny

    perfect. can't wait to see the tutorial

  • @user-yt7zp8il7d
    @user-yt7zp8il7d Před 12 dny

    I want to know how to achieve this effect of making a pipe with curves in MAYA

  • @3dsmaxrocks699
    @3dsmaxrocks699 Před 12 dny

    Can you do a tutorial like that "Streincorp" channels video called *deformable Big Wheel* using expression controllers. I've tried and failed....many times LOL It's been on youtube for 13 years and has always intrigued me.

  • @waqaranayat8083
    @waqaranayat8083 Před 13 dny

    Please quick tutorials plz.

  • @thisGuy481
    @thisGuy481 Před 15 dny

    10 years later this is a wealth of info. Been using 3DS at work for mostly hard surface, but have been diving into other areas cause I've been enjoying 3ds more than Maya. Maya has it's pro's for sure, but it's getting harder to justify going back to Maya for much of anything. The operator stack and bone tools alone are just so nice.

  • @Flibbied
    @Flibbied Před 15 dny

    The section around 8:00 'mask options Polygon/Element/UV', I don't have these options either on a folder mask or individual layer masks?

  • @Flibbied
    @Flibbied Před 15 dny

    The section around 8:00 'mask options Polygon/Element/UV', I don't have these options either on a folder mask or individual layer masks?

  • @Flibbied
    @Flibbied Před 15 dny

    The section around 8:00 'mask options Polygon/Element/UV', I don't have these options either on a folder mask or individual layer masks?

  • @Blakelloyd-ng5ir
    @Blakelloyd-ng5ir Před 15 dny

    Realy cool!

  • @PandaJerk007
    @PandaJerk007 Před 15 dny

    I'm excited to see how you did this ^_^

  • @fabiobarros4879
    @fabiobarros4879 Před 16 dny

    🤘😃🤘

  • @Maxdesign3d
    @Maxdesign3d Před 16 dny

    Tyflow?

    • @paulneale
      @paulneale Před 16 dny

      @Maxdesign3d no nodes were used. That means no Tyflow, no Pflow, no MCG. This is just a few objects and modifiers.

    • @Maxdesign3d
      @Maxdesign3d Před 16 dny

      @@paulneale wow . Super cool . I want to see that modifier stack 😂 your literally doing black magic 🪄

  • @danats3053
    @danats3053 Před 16 dny

    What is this sorcery?

  • @pav3d1
    @pav3d1 Před 16 dny

    Wow thats really impressive!

  • @artemsys1876
    @artemsys1876 Před 16 dny

    Please more details

  • @johnheavenly3552
    @johnheavenly3552 Před 16 dny

    What?!

  • @lubomirpetrowpahuta
    @lubomirpetrowpahuta Před 16 dny

    A gdzie kiście winogron? ;)

  • @uningeniero3343
    @uningeniero3343 Před 16 dny

    ¡Rápido, rápido! Por favor maestro.

  • @messiah001
    @messiah001 Před 16 dny

    🤯🤯🤯

  • @Nurparatodos
    @Nurparatodos Před 16 dny

    pleaseeeeeeeeeee!!!!!!!!!!!!!!!!!!!!!!

  • @R1PPA-C
    @R1PPA-C Před 16 dny

    Quick question... Are you on tyflow pro / beta or free? I've looked but can't find anyone that has compared how much faster pro / beta is, I've got to the point where I'm using a lot of particles and it's really slowing things down.

    • @jpjapers
      @jpjapers Před 16 dny

      This isn't tyflow afaik it's straight max

    • @R1PPA-C
      @R1PPA-C Před 16 dny

      ​@@jpjapers ahh.. I never really delved into max particle flow befor, thx

    • @andresfelipehernandezospin5261
      @andresfelipehernandezospin5261 Před 16 dny

      It`s not pflow either, he is only using stack modifiers

    • @paulneale
      @paulneale Před 16 dny

      @R1PPA-C well I'm not using Tyflow for this. But as fir being faster, pro is much faster as it is threaded.

    • @paulneale
      @paulneale Před 16 dny

      @R1PPA-C this isn't PFlow

  • @jamesvella
    @jamesvella Před 20 dny

    Hey paul, this is great thanks for the run down! Is there any way you can show your master rollout setup? I understand you are using subrollouts to position and lay these out as you have. For example I have my list of scripts on the left list, but having trouble getting the UI into the right subrollout section. Can you post a screenshot of your subrollout setup in your main struct (for the master tool)? Also curious how you are calling the getRollouts function (if you can share that too) - for example every new rollout do you put into a new function, so fn ui (main), fn ui_2 (subrollout) then call them in getRollouts using #(ui(), ui_2() etc).

    • @paulneale
      @paulneale Před 20 dny

      @jamesvella I'm not at a system so I will try to describe it. My master tool is a rollout with two sub rollout. The left sub is populated with a rollout that has a dotnet tree view that simply displays all the scripts that are stored in a given folder and its sub folders. When you click on a script is does a fileIn command which returns the structure for that tool. TheStruct.getRollouts() returns an array of rollout definitions. I loop through those rollout and add them to the sub rollout on the right side of the main tool.

    • @jamesvella
      @jamesvella Před 18 dny

      @@paulneale Hey Paul, thanks now it all makes sense. Cheers! Out of curiosity do you still use syntax "TheTool.ui()" these days or do you use "this.ui()".

    • @paulneale
      @paulneale Před 18 dny

      @@jamesvella "this" refers to itself. It can be used in a script controller for instance where you have a CA Definition on the script controller and want to access it. this.cadef.thetrack. theTool.UI() would be used to access a structure and a function with in the struct. theInstanceOfTheStruct.theNameOfTheFunction(). So both are used it just depends on where you are using them.

    • @jamesvella
      @jamesvella Před 18 dny

      @@paulneale Yeah my intention was to use this.ui() when making each tool so that when making new tools it can be left as this.ui() instead of myTool2.ui(), my Tool3.ui() etc if that makes sense. But I get what you mean about the instanceOfStruct, which is kind of how Im using it now. Just was curious how your current worklfow is now after 3 years. Anyway thanks mate appreciate your time and tips!

    • @paulneale
      @paulneale Před 17 dny

      @@jamesvella you filein to a variable, so... MyTool=fileIn "thepathtothescript.ms" MyTool.ui()

  • @user-xg4pq1mp7v
    @user-xg4pq1mp7v Před 21 dnem

    Thinks paul.The course was great.I look forward to your teaching in the future PEN_Rigging_Utils_5.00 How do I get it, The website is no longer available to download . can I use it in max2020 release

  • @VictorMan289
    @VictorMan289 Před měsícem

    Genius technique! Thank you!

  • @J16D
    @J16D Před měsícem

    I checked your site, but I don't see the tutorials you show In Maxscript/dotNet how do you display an image and rotate it 45 degrees?

    • @paulneale
      @paulneale Před měsícem

      @J16D sorry my site was updated years back and I never added that content back. These days people are using Python more. I still use a lot of sonnet as I know my way around it and it is so well integrated in Max Script.

    • @J16D
      @J16D Před měsícem

      @@paulneale thanks for replying I've had a strange behavior in dotNet, maybe you know something... the dialog has a splitContainer (vertical split), the lower panel has a TabControl (2 tabs), I added buttons to the second tab, but when I press them, 3dsmax stops responding. quite strange, I haven't added anything, I'm just doing the interface... maybe you have had some similar situation? ps. max2024

  • @JiggywattArt
    @JiggywattArt Před měsícem

    Thanks for this gem! Rare to see 3ds Max educational content of this proficiency. A true mastery of modifiers!

  • @Zain-Sajjad_1120
    @Zain-Sajjad_1120 Před měsícem

    All the time i was like how did he do that & when he said "that simple", i was like what? i know nothing, haha.

  • @renderstudio6161
    @renderstudio6161 Před měsícem

    Excellent presentation.thanks a lot.you are in another level

  • @chris-non-voter
    @chris-non-voter Před měsícem

    Great video thanks

  • @user-lo5bs5el2x
    @user-lo5bs5el2x Před měsícem

    谢谢

  • @josemarf.junior8752
    @josemarf.junior8752 Před měsícem

    Incredible!! You explain in a very easy to understand way

  • @TheGeneralSoundwave
    @TheGeneralSoundwave Před měsícem

    Phenomenal

  • @n00byzor67
    @n00byzor67 Před měsícem

    Very cool, thank you !

  • @electroluxia
    @electroluxia Před 2 měsíci

    Exemplary.

  • @Pavel_Gorbunov
    @Pavel_Gorbunov Před 2 měsíci

    These are very convenient techniques, but they are not suitable for everyone. When working on game assets with strict restrictions on the number of polygons, you need a super clean topology without N-gons, which allows you to have a geometry that is easily smoothed with the Open subdiv modifier in order to bake normal maps. To be honest, the topology you demonstrate in this video terrifies me XD

    • @paulneale
      @paulneale Před měsícem

      Why does it? It renders in Max and UE perfectly. This is not a deforming mesh. Backing works as it should as well if you were in need of it but it isn't in need of it. Note, that every mesh that you have ever made is just triangles. now if you are using Subdivisions then you want quads, but why would I need to subdivide it? It is, as it is, exactly what I was after.

    • @Pavel_Gorbunov
      @Pavel_Gorbunov Před měsícem

      @@paulneale Yes, I know that in the end it will all turn into triangles, I have been working in gamedev for more than 10 years. The geometry needs to be smoothed when preparing a normal maps for assets with a stylized art style, so that all the faces are nice and soft. A high-quality low-poly topology is needed in mobile games, where every polygon counts. Our pipeline looks like this: Base sculpture (at this stage your technique will do) - High poly (Made by hands, based on sculpture. Consists mainly of quads) - low poly model (consists of quads and triangles). We don't use UE, we have our own engine.

  • @uningeniero3343
    @uningeniero3343 Před 2 měsíci

    😩 No se que hacer con tanta información.

  • @Artisan-iu3uw
    @Artisan-iu3uw Před 2 měsíci

    Hey Paul can you help me, My dope sheet is empty, can't do anything to the script.

    • @paulneale
      @paulneale Před 2 měsíci

      You would have to be way more specific as to what you are having issue with for me to be able to help you.

    • @paulneale
      @paulneale Před 2 měsíci

      And to note that with the array modifier I would do this slightly differently now.

  • @hamidsalami7022
    @hamidsalami7022 Před 2 měsíci

    Hi. looks like you skipped modeling some parts right? I can see the back and top and door have already made in this part.

    • @paulneale
      @paulneale Před 2 měsíci

      yes I didn't show all the parts being modeled. It more about the process to which I follow when modeling objects like this.

    • @hamidsalami7022
      @hamidsalami7022 Před 2 měsíci

      @@paulneale Will there be step by step car modeling tutorial in the future?

  • @idontknow8898
    @idontknow8898 Před 2 měsíci

    This was class! I wondered if you think this workflow would work well with this kind of workflow for environments demonstrated here by Raul Aparicio from Sony Santa Monica: czcams.com/video/Tg09c8OpLTM/video.htmlsi=eW8QcjSWS-2dpcnV

  • @hamidsalami7022
    @hamidsalami7022 Před 2 měsíci

    This method is insane! thank you so much for sharing it. please share more 3dsmax techniques like this. the greatest thing about your workflow is that it's completely procedural.

    • @paulneale
      @paulneale Před 2 měsíci

      I have lots of videos

    • @hamidsalami7022
      @hamidsalami7022 Před 2 měsíci

      @@paulneale Yeah I watched them all. they are amazing!

  • @Arikiatrukido
    @Arikiatrukido Před 2 měsíci

    Amazing tutorial, I don't have a use for it, but it's nice to see what max is capable of

  • @nickcifarelli8887
    @nickcifarelli8887 Před 2 měsíci

    this is nothing short of black magic :D

  • @frostfeed2848
    @frostfeed2848 Před 2 měsíci

    Just stunting, thank for method with spline conform/overlaps There is simple solution to save alot of time

  • @fernando749845
    @fernando749845 Před 2 měsíci

    Haha brilliant!! 😄😄

  • @jesusaraque3952
    @jesusaraque3952 Před 2 měsíci

    Amazing! Thanks!!!!😊

  • @ismailaljanabi6215
    @ismailaljanabi6215 Před 2 měsíci

    The modifiers maybe 20 years old, but it's the unique ways you seem to utilise these tools. Where do you get your ideas and inspiration from?

    • @paulneale
      @paulneale Před 2 měsíci

      Too many hours on Max I guess. That is how my brain thinks now.

  • @vampyboy1729
    @vampyboy1729 Před 2 měsíci

    Glad to see some videos like this and the acknowledgement that this kind of stuff has been possible for so long in the tools. I don't use Max anymore, but this kind of stuff is why I stuck with Max for 20+ years and it's nice to be able to point to videos that showcase exactly why. Also, if you haven't, try tyflow (the free edition) if only because it gives you a lot of modernized modifiers. tySelect for example is incredible and produces more useful procedural selections than volume select and data channel currently. Thanks for showcasing your work. 👋