3DS Max Hard Surface Boolean Workflow

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  • čas přidán 23. 08. 2024

Komentáře • 55

  • @bond1_mjblosser
    @bond1_mjblosser Před 7 měsíci +5

    Insane how fast and clean this workflow is.

  • @Capeau
    @Capeau Před 7 měsíci +3

    When Paul posts, he never disappoints!

  • @CptEnoch
    @CptEnoch Před 7 měsíci +8

    Great video, I love 3ds Max tools that can be stacked up. One thing I haven't used much and doesn't seem to be covered much is the Parameters and wiring you mentioned in the video. That would be interesting to see more of this in action possible from a basic starting point and on to more advance uses.

    • @paulneale
      @paulneale  Před 7 měsíci +2

      Watch any of my rigging tutorials for wiring. I do it in many of my videos.

  • @alibekrayim
    @alibekrayim Před 7 měsíci +2

    thanks for this video and telling about how 3ds max is so cool. I hate the fact that some people think 3ds max is no more good tool or its only for archviz.

  • @renderstudio6161
    @renderstudio6161 Před měsícem +1

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

  • @artsayanart
    @artsayanart Před 7 měsíci +2

    Great to see how some rigging knowledge transfers over to modeling tasks like these. Very cool.

  • @beecee793
    @beecee793 Před 7 měsíci +1

    Wow, still learning new useful tips from you almost 20 years since you helped me on some old cgtalk forums!

  • @scgstudio
    @scgstudio Před 3 měsíci +1

    those "uneven" faces are even. it is just how max is calculating vertex normals. it takes them by angle between polygons / triangles and adjusts to the bigger one. So even flat faces can get wrong vertex normal directions. Weighted normals is readjusting them with different rules by overriding regular max algorithm and makes them explicit.

    • @paulneale
      @paulneale  Před 3 měsíci

      It weights them to the larger poly. So yes it over rides the typical averaging of the face normal.

  • @roozbehparsa2084
    @roozbehparsa2084 Před 7 měsíci +1

    nice tip on weighted normals, its the magic

  • @F10F11hm
    @F10F11hm Před 7 měsíci +1

    A true master of the craft!
    You should totally consider your own Patreon, I'd be eager to learn from you especially in advanced rigging and animation department - I'm throwing money at the screen, yet nothing's happening for the time being.

  • @MrTeclis5685
    @MrTeclis5685 Před 7 měsíci +1

    This is one of your best videos so far, really good stuff thanks!

  • @xyzzzz6984
    @xyzzzz6984 Před 7 měsíci +1

    I've always been a fan of such largerly non-destructive, procedural workflows, Autodesk should be enhancing such toolsets with every release. I'm very grateful for your videos, please make some paid ones if your time allows, your work should be rewarded.

  • @matiasfernandez5635
    @matiasfernandez5635 Před 7 měsíci

    Always nice to see you upload, you made some of the best 3dsmax content by far.

  • @giusmontreal
    @giusmontreal Před 7 měsíci +1

    Always great material from you! I have to admit the viewport looks great :)

    • @paulneale
      @paulneale  Před 7 měsíci +2

      And I'm running a 1060!

  • @zohahs5276
    @zohahs5276 Před 5 měsíci +1

    Nice I was looking for such tutorial you explained it really well this is why I love 3dsmax!

  • @pixelsbyprince
    @pixelsbyprince Před 7 měsíci +1

    Some really interesting techniques in here, thanks for sharing.

  • @Gin_Gorilla
    @Gin_Gorilla Před 7 měsíci +1

    great video, I did not know that you can do that with Boolean really cool to see, keep it up

  • @anotherdoseofcorey7834
    @anotherdoseofcorey7834 Před 7 měsíci

    You know I was really hoping someone would make an extensive video over this feature really appreciate paul

  • @studio3point3
    @studio3point3 Před 7 měsíci +3

    Paul the Great. Thank you🙌🏽🙌🏽🙌🏽

  • @Bigalldone
    @Bigalldone Před 7 měsíci +1

    Great stuff Paul. Thanks always.

  • @fadisoueidi4127
    @fadisoueidi4127 Před 7 měsíci +1

    Amazing tutorial. much appreciated.

  • @jasondorris8120
    @jasondorris8120 Před 7 měsíci +1

    Great job!

  • @hamed_ahmd
    @hamed_ahmd Před 4 měsíci +1

    Very Helpful!

  • @BlulightStudios
    @BlulightStudios Před 7 měsíci +1

    wonderful!

  • @fabiobarros4879
    @fabiobarros4879 Před 7 měsíci +1

    Great Master

  • @1981danielmn
    @1981danielmn Před 7 měsíci

    great job as always Paul

  • @OfirGardy
    @OfirGardy Před 7 měsíci +1

    Thanks again Paul. I wonder if there ever will be an Align Modifier ... I know you can do it with (some of it with) controllers (and there is even an external script that does that) but a modifier - like they did for array and symmetry (ex mirror modifier - which still exists) - I hope there will be.

  • @stragalet5863
    @stragalet5863 Před 7 měsíci

    so goood! so much thanks for this videos!!

  • @Linkitch
    @Linkitch Před 7 měsíci +1

    We haven't updated to 2024 yet, so I haven't tested the boolean modifier much. But wouldn't a chamfer modifier set to "Smooth Chamfers Only" and check "Smooth to Adjacent" also fix most of the issues, without needing a weighted normals modifier always?

    • @paulneale
      @paulneale  Před 7 měsíci

      Possibly, will give it a go. I tend to just go with Weighted normals as a habit.

  • @omarleyvaofficial
    @omarleyvaofficial Před 6 měsíci +1

    Gooooooooooooooooooooooooood

  • @slizgi86
    @slizgi86 Před 7 měsíci

    If only max don't cost like a crazy. I was max user since version 5, when it was in discreet hands and really like it, but when they move to subscription model I just stay with 2012 and then later moved to 2016. Last year, I dropped it for a blender, and I am not going back, it is too expensive.

  • @Pavel_Gorbunov
    @Pavel_Gorbunov Před 2 měsíci +1

    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 2 měsíci

      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.

  • @T5JCS
    @T5JCS Před 5 měsíci +1

    Hello Paul, I'm following since a while and I really love your channel. Nice videos and content, but, please, turn off the viewport High Quality settings, because it updates too frequently and it is pretty uncomfortable to look at, especially when you want to show us subtle changes. (it flickers all time)

    • @paulneale
      @paulneale  Před 5 měsíci +1

      Just turn off the progressive skylight.

    • @T5JCS
      @T5JCS Před 5 měsíci +1

      I know@@paulneale, I was suggesting you to turn it off in your future recordings, thank you.
      Can't wait to see the nest video !

    • @paulneale
      @paulneale  Před 5 měsíci

      @@T5JCS You mentioned the High Quality setting which controls far more. Progressive Skylight is a setting within the high quality. I personally wish it was off by default as well.

  • @1981danielmn
    @1981danielmn Před 7 měsíci

    could you do a video on your data channels to select wighted chamfer edges

  • @dmitrychernov1903
    @dmitrychernov1903 Před 7 měsíci

    cool

  • @viktorstrife3716
    @viktorstrife3716 Před 6 měsíci +1

    this is great but... how you turn on glowing in the viewport? ))

    • @paulneale
      @paulneale  Před 6 měsíci

      Active Viewport Settings.

  • @Nohiro.3D
    @Nohiro.3D Před 7 měsíci +1

    depending on the engine i'm gonna have, i dont bother taking of the chamfers anymore.

    • @paulneale
      @paulneale  Před 7 měsíci

      Well it also depends on the target. But yes, these days you can throw a lot at an game.

    • @Nohiro.3D
      @Nohiro.3D Před 7 měsíci

      @@paulneale Of course, was talking in the case of unreal where things tends to go mid poly instead of low poly nowadays, you can drive a ton of cool things using the curvs of the meshes

  • @TheNicpersson
    @TheNicpersson Před 7 měsíci +1

    How do you handle precise dimensioning?

    • @paulneale
      @paulneale  Před 7 měsíci

      I rarely need to but if I do I use lines or other objects to see the dimensions that I want. Procedural objects allow you to type in exactly what you need .

  • @uningeniero3343
    @uningeniero3343 Před 2 měsíci

    😩 No se que hacer con tanta información.

  • @WaspMedia3D
    @WaspMedia3D Před 7 měsíci +2

    Love the non-destructive worklflow. More videos! :)