Exactly the kind of content that helps with key concepts when modeling beautiful high quality models as in your tutorials, not much material out there for beginners like this, thank you Tim!
did you even watch the videos? Because in one video he says use nGons np, and in this one he says well you're gonna get this problem but it's ok, I have a third party feature which fixes my nGon problems but I'm not gonna even mention how you can fix it with the stock chamfer. So what's even the point?
Hello Jokester, valid point. I should have shown that. Sadly I can't add that to the video as actual video content but I made an explanation how to deal with the pinching on the default chamfer modifier. Hope that helps!, cheers. chamferzone.com/chamfer-modifer-vs-quad-chamfer-modifer/
Thx to Tim, the Indie game scene is going to achieve much better and faster results. Let's take a moment and be thankful for what he is doing for us in his spare time.
OMG dude this tutorial is sooo cool, I used to place supporting edge loops by hand, and guess the distance but then I wasn't able to interactively change the smoothness without having to move the edges by hand again. Amazing trick here !
That was amazing.I did not understand earlier why we need a low poly and a high poly model when texturing in painter. Glad i found this video.Thank you so much.I am a subscriber now!
Omg Bro I Can't Believe This You are god pro these tutorials are absolutely amazing no one can match the maturity of modeling that you have thank you so much for sharing the Advanced knowledge you have love from India
Thanks for making these, I just got your AKM tutorial, it's way better than anything else I could find out there for getting started on the right foot in Max.
Hey Tim, never knew about the Quad Chamfer modifier. There's been so many instances where I got pinching around the corners that had triangles as I tried to use the normal chamfer modifier in combination with Turbosmooth, but the Quad Chamfer sorts out that issue completely! Thank you very much! :)
Hey Matt, indeed! The standard chamfer modifier is just such a waste for not having that quadify feature. The irony is that quad chamfer from Marius was around before Autodesk implemented their own version so how they managed to forget that most important thing of it is beyond my understanding ;)
Yeah that's extremely weird, I've just added the Quad Chamfer modifier to my configure preset...it helps so much. Before I would use the chamfer modifier and then just use the edit poly modifier to go around and clean up each of the pinching geometry, definitely time consuming
German rules! no doubt! your tutorial are one step further always! It's the small details like the chamfer use on smoothing groups what make difference...Thanks a lot!
Follow up note! Here is how to fix the pinching geometry if you were to use "Autodesk Chamfer modifier" and not the quad chamfer. chamferzone.com/chamfer-modifer-vs-quad-chamfer-modifer/ I should have shown that in the video at ua-cam.com/video/-rz5_CCWQz8/v-deo.html
Hey mate, thank you good sir. I am just a dude who happens to be in the triple a industry since 10 years and loves to explain the stuff I do on a daily basis. I am glad you dig it! :)
Thank you! I agree with you for starting from low-poly to high-poly workflow. It doesn't hurt to know how to do it the other way around for flexibility, but personally I'd rather start from low-poly game res then proceed to high-poly for baking. A lot of my colleagues find it strange that I start from low to high, then wonder why I was able to finish my asset on time and/or less stress - its because I establish my low-poly silhouettes first :)
Hi Alvyn, yes I think for me its the same, I just got very used working like that but there is a good amount of artists that does it the other way around too. I however stick with my believes that low to high at least for hardsurface modeling is more straight forward, accurate and faster. :) Cheers!
Wow, mind blown! That non-destructive workflow with the chamfer modifier is amazing! Sadly, I see only newer version of max have it, but it's still great to know all the chamfering I used to do by hand can now be automated with a few clicks! And using floater geometry to bake in detail is also a great technique. I would've assumed artists used zbrush for stuff like that, but I guess good ol' max still has some tricks up its sleeve. :) Awesome videos, keep it up!
Thanks Djorde, the non destructive workflow is certainly the most important aspect for me. I never worked much outside of Max so I can't really comment on other software packages but I keep hearing that this is unique to Max with the Modifier Stack.
Lord yes. Since arriving to Toronto I had to quickly get up to speed with Maya. Let's just say I'm not a fan so far. By comparison the modifier stack is a thing of beauty. I also just watched your other recent video, about ngons. That was also really interesting! Personally I don't go over 5 or 6 sides max, so seeing those huge empty multi-sided ngons made me break out in a sweat! :D But of course, modeling for games has its own rules. Looking forward to more stuff from you, love the quality and the clear delivery.
Thanks man! Yeah that is what I heard form other artist buddies who also were kinda forced to work with Maya who were prior working with Max ;) Glad you like the channel! I appreciate it and I'll keep on producing for sure :- )
great video i respect you a lot for not just trying to sell videos but actually help people have a deeper understanding of what they are doing and just saying that you forgot to link the addon in the description
Thank you Roy, I appreciate that. Yes I am happy for every sale I get on gumroad but it feels good knowing to help people out even if they don't buy. At the end it all started with the grenade tut because I figured.. I wouldn't want to buy a tutorial from someone I hadn't had the chance to watch first ;- ) Anyways, cheers! I ll keep them coming.
I'm so proud to have found this channel, very pro and you demonstrate all what you say. This is such perfect. Also I love your process when you talk to avoid consuming time things! This is what my teachers should teach me first ;-) One question tho, where is the baking part ? Thanks again!
Hello Alpha! Glad you found the channel and that you find it to be useful! About your question.. I know I still "owe" a baking video as advertised in that video but I kinda figured that the actual tutorials in which I go over every single step are the best I can do to really explain it. I went quite in depth on it at the latest droid tutorial so make sure to check that out! That said I may still produce a new baking special one day but I don't have it as the most priority thing on my agenda at the moment :)
That exactly what I thought. I'm gonna watch it with a lot of pleasure. Your work is incredible and I have so much respect for all the knowledge you give us for free. I'm very grateful, again. Thanks.
Hey Tim, great stuff. Been using this method for the last year myself. Nice to see you sharing it. :) Just a quick note for beginners who haven't got Miauu's plugin. You can add an EditPoly mod under Turbosmooth in the stack and weld/collapse the pinching verts. Chamfer changes below in the stack will still propagate. Also, just curious why you still use floaters when nurnie/text details can be quickly and non-destructively painted on a layer in S Painter without having to do rebakes or create extra geo?
Hi musashidanmcgrath, thanks for your comment. You got me curious there with the welding. How do you make sure that you don't end up welding other vertexes together that just happen to be close by each other? I was experimenting around with that but didn't get a satisfying result. Would be curious if you figured a way out to avoid that. Also about the floaters, yes ever since substance painter 2.5 I will now use the text tool to add information like that. Good point about it being non destructive. One good thing about floaters though is that you get the details also appearing in your AO, curvature, thickness. All that stuff that helps adding an extra layer of realism.
Hey Tim, well you'll know what verts to collapse/weld to eliminate the small triangles that are left over(so it's essentially manually doing what Miauu's Quadchamfer is doing with quad Intersections) What I like to do instead of floaters is before I start any texturing I'll add all my text/nurnie details and export/reimport my normal map and then bake all my other maps. That way the detail will be picked up in AO/curvature/etc. Doing this automatically is a feature I've been asking for, for a long time now. But, for now, it's just an extra step(unfortunately you lose some of that non-destructiveness if you keep making changes to the normal painted detail layers as it requires a rebake) But if your design is locked in early you can concept all your painted normal detail on layers, non-destructively, and it can save some time. I also find it a great way to design panel lines, on the fly, and really quickly, without having to model or sculpt that detail to a high-poly.
Thanks for the explanation. Yeah true that would be a workaround with the chamfer and editable poly.. but just more time consuming and in need for that extra modifier then using quad chamfer. Just a shame that Autodesk didn't add that feature yet. (shakes fist at sky). Yes the workflow you described is a good one with the flaoters, let's hope for that feature to be added one day to not having to do this extra step. Substance Painter 3 maybe? :) Who knows..
Yes, the quad chamfer Adesk added is poor in comparison. I bought Miauu's plugin years ago(before Qchamfer was added as default)so I've always used it. Another interesting and recent development is UE4 direct support for Opensubdiv so I can see FPS hero weapons just being sent directly to the engine with chamfers applied and sub-Divided in-engine. With details painted in SP. Completely eliminating the need for a high-poly bake. Similar to using a mid-poly with face-weighted-vertex-normals.
Hi Ross! Thanks for asking and glad you like the videos, the past weeks have been insanely busy for me which is why I didn't get to do it yet. I already started on the unwrapping episode a while ago. However since then I gathered a few questions that I get asked a lot and I want to add more to it now based on that. It's always tough with these youtube videos if .. afterwards you remember something that wasn't mentioned and should have been. Can't just replace an existing video once its up sadly with "updated" footage so I want to make sure I cover it all. Long story short I aim to have it done by end of next week, followed by the baking tutorial. Cheers!
ChamferZone ah no worries ☺ I understand all too well about busy weeks and time flying by! Thanks for the quick response and I look forward to the next instalment!
Thanks Lorenzo, appreciate it very much and yes I can certainly see an environment tutorial in the future. Not as the next thing but with a bit of luck still this year :-)
Thx to you again!.I started with substance painter thank to your grenade tutorial..and now is a must in my workflow..some of my work after your shared knowledge: www.artstation.com/artwork/BvXgz www.artstation.com/artwork/ENaGN www.artstation.com/artwork/3wdZY
Hello Lorenzo, that is so awesome to read and good looking work for sure! I agree with zaparine, that pipe bomb is great. Ever since counterstrike I thought it would be fun to model one, never got around to do i t though :)
I have brought your AKM tutorial, and will buy others. They are amazing and extremely helpful for me. Thanks a lot! You show all steps but did not talk much about the reasons why you did that. I am wondering if you can make more tutorials like this one to talk about the basic concept behind 3ds max. That will make your tutorials unbeatable xd.
Hey Oliver! Thanks for the feedback and I certainly will try to get better at that for future tutorials! I feel that my latest mech tutorial is the best in terms of that but in the end others have to be the judge of that. :)
Hey tim, i loved your AKM tutorial, i and i bet alot of other people would love another step by step tutorial on a weapon, like how you did with the AKM, im ready to spend another 35 bucks on another High Quality tutorial :)
Hello good Sir, thanks for the feedback and I am glad you look forward to the next tutorial. I can promise you that my next tutorial will be my best (imho). I've worked on it for many many months already and it will be... the Ultimate Mech Tutorial ;) So .. not really another weapon but it comes with 2 big weapons attached to it. After that I have certainly plans to make another weapon tutorial as well. Probably some kind of pistol. Thanks for your support !
Hi MZONE, thanks for watching and for your patience. Yes the baking tutorial will certainly come! It's just that I also currently work on the next big ultimate tutorial covering a full battle mech. Since I do all that in my spare time (I work at Digital Extremes during the day) I find myself with never enough time on the hands. However I'll keep that channel updated with new episodes for sure and the next one will be the baking part :- )
Thanks Tim for all your shared knowledge, its priceless to me. I have been debating on the quad chamfer pro but this was exactly what I wanted to know and see especially from the Master Chamfer guy himself, going to buy it here in a few minutes :)
haha thanks Chuck! Yeah you are gonna love the quad chamfer modifier. It boggles my mind that Autodesk didn't add that quadify feature that quad chamfer had already years before they decided to implement their own chamfer modifier. Sad!
Hi Bas, that is true but the problem is that Autodesk's chamfer modifier produces ugly pinching issues in some cases (as seen in this vid here) vs the Quad Chamfer that makes it all perfectly quadified.
As a Modo user, if there's one thing I'm hugely jealous of it's the modifier stack. We do have edge weighting with SDS modeling, but the process isn't as automated
Hi Joos, yeah that has to be the #1 thing I love about Max, for me I always want to be able to roll back on anything I do. I usually don't end up doing it but just knowing I can makes all the difference for later fine tuning.
Your tutorials are greate and very helpful, and it is so nice to see a real professional in the art. Thank you. But.....how did you bake corners in cylinder with flow details???
Hello Tom! Thanks glad you like it! I am not 100% sure I get your question though.. which corners do you mean? You mean the little detail I added at the end of the tutorial to demonstrate further "enhancement" to that cylinder? Well you can just bake that straight down to that polygon. No problem there at all.
I mean details that made as separate meshes, and question is how to bake them and nearest corner of cylinder, if just to use cage for baking than it should be pushed more because of these details to cover them, but that will make distortion of these details on NM. such like this i.ytimg.com/vi/evIogtBAB2Q/hqdefault.jpg
Oh hey Tom, yes in that example this is a pretty nasty bolt + screw head to bake out where the distortion gets very obvious fast. One of the things you can do to avoid this if you don't want to use a cage is by creating a med poly that has more divisions then your actual lowpoly. Then you bake it on that and later swap it out with the actual lowpoly. I'll talk about that in the upcoming baking special vid I had in mind :)
Hello Tyler thanks for the feedback and yes for the special episode about the baking part I ll definitely jump into SP2! For now you can follow the Free part of the blade texturing tutorial that has SP2 in it. Glad you like the videos, thanks and good luck with your career!
Hi mate, thanks and thanks for asking. I am currently working day and night on the Ultimate Mech tutorial. I will release the next baking special episode very soon at the same time when this tutorial is finally done : )
great tutorials , i have one question in the other tutorial you have combined the different elements into one mesh, how would you bake them to avoid errors on overlapping geo, if you dont need to explode and can use substance naming, how do you keep all the elements on the same UV?
Hi Tim, I´ve following your tutorials for a long time, I would like to ask you... what are your thoughts on the double turbo smooth technique? :) Greetings and keep it up, your doing an amazing job here :)
Hey Maximilian! That's because its a third party plugin that cost money mariussilaghi.com/products/quad-chamfer-modifier The standard thing that Max comes with is called the Chamfer modifier.
Thank you for this helpful tutorial! Do you think that the workflow using OpenSubDiv Modifier + CreaseSet Modifier / Edge Crease Values in Edit Poly is just as good? I like the fact that I can easily create different crease values, and thus, use a different amount of sharpness for every edge that I want. With the CreaseSet modifier, you can very quickly select the desired edges by auto-selecting them with the angle. The only drawback of this method is that you have to set the creasing of every additional edge you create when modeling. So it's not as quickly, but it's more versatile as it allows you to set different creasings for different situations. So what do you think? When comparing both workflows?
Hi Crimzan, thanks for your message and yes there are certainly good reasons to use opensubdiv but honestly in most cases I am just 100% fine using quadchamfer workflow. If there would ever be a case of different amount of sharpeness then sure. Might be worth to use opensubdiv for. These two methods can be mixed as well. My free kukri blade tutorial used opensubdiv but looking back at it the amount of questions I get make me regret I didn't just use the chamfer modifier as shown here.. it's just more straight forward in my personal opinion.
Hi Tim, let me start by thanking you for the amazing work you're doing , trust me your lessons that you're putting for us is helping us to make our dreams and became a part of the industry and improve ourselves, so thank you. I have a question regarding smoothing group , I'm a maya user and in maya we have soften/ harden edges only so can I use that as a smoothing group ? Or in maya I don't need smoothing groups ? Only apply smooth + adding the supporting edge loops when needed and a bevel ?
Wow, really good tutorial. I finally realized what the purpose of a floater is. Just one question :). Is it better to do high poly detail in 3ds max, or is it better to do the detail using normal map brushes in substance painter 2. Thanks again for the tutorial.
Hey Nathan, thanks glad you like the tutorial. About the details I try to do as much as possible in the high poly. The reason for that is that when you bake your maps out those details will go straight into the curvature and thickness and AO map that add further detail when you add your wear and tear. So for instance if you have some boltheads on a tank... it would not show any leaking effect if you were just to place that in painter. Of course for some parts that's still fine but in general best to pack as much in the highpoly as possible. I consider highpoly modeling already a part of texturing in some way because of it :)
Simply the best tutorials I've been able to find on the Internet. I just wish I found your channel sooner. Also, do you ever use any sculpting software in your work flow? I'm kinda confused because before finding your channel I thought that the way to model an asset, even if it's hard surface, is to make a base mesh, then move it to zbrush or something like that, and then make a low poly out of the high poly, so now I'm not sure wich work flow would be the best for me. I would really appreciate an answer.
Hello Juan ! I am glad you like the channel and that you found it! Thanks for watching. To answer your question, there will never be that one perfect way to do something. In my 10 years in the game industry I can certainly say that there are a ton of different ways to achieve something. Some like to do their work in zbrush, others in 3ds max and so on. It's the beauty of it to have so many ways. However in my case and the companies I work and worked for 3ds max is the most common software to approach hardsurface models. 3ds max is fantastic because it is SO non destructive due to its modifier stack. Meaning if someone tells you for example to make that barrel longer or swap this element for something else you can just load up your scene again and quickly change it. Other software might be more of a pain to rework that and so on.
A question, please. Should I export my low poly with or without smoothing groups (and in that last case bake the hard edges on a normal map from the high poly)? Because I'm having an issue with my model where I always get artifacts due to the hard edges of my low poly. Even with uv shell with enough padding the result doesn't pleased me...And I see that your low poly is free of smoothing groups.... what should I do?
Hi Tim Thank you for the great effort, but i have a question, is this way of modeling, i mean the high poly can be utilised in say for example a movie or demos or other than video games, thank you in advance
Hey Ahmad, thanks for watching and that is a good question. The approach for movies is (kinda) similar but also different. I never worked for movies so I can only answer as a non expert. What I do know is that movies rely on HUGE textures which are achieved through UDIM (google it). Substance might get support for that soon. Memory doesn't matter for movies unlike games since moves are all rendered. Same goes for polycount. You can have millions of polygons, no lowpoly needed. I have yet to find out how they approach unwrapping for movies that is the most interesting topic. Since you have meshes that consist out of millions of polygons, they still need to be unwrapped and textured. I bet they have special tools and workflows but in the CORE esscence it's still all very related and similar regardless if games or movies I would say.
Hey Tim, amazing video once again and very interesting to see a professional approach to workflow. I have a question regarding openSubdiv. Would it be more efficient to just keep the low poly mesh and then use OpenSubDiv and edge creasing? Is there a reason you prefer using chamfer and smoothing groups? Would be interested to know why you choose this method over opensubdiv unless it's just what you are used to? Thankyou so much for the awesome videos and can't wait for more! Dan
Hello Dan, thanks for your comment, glad its being useful. About your questions with Opensubdiv. For the most parts it's just that I got so used to this workflow as seen here. I used it already before quad chamfer or chamfer modifier existed 8 years ago with a modifier called "edgechex". So the whole workflow really got into my everyday flow like a preferred hammer and emboss from some smith or something ;) I tried opensubdiv a few times already but always find myself going back to the chamfer + turbosmooth modifiers. The workflow from this vid also doesn't produce such a high polycount in contrast to opensubdiv. If you look at the actual geometry that opensubdiv produces you'll see that it's much higher then the chamfer + turbosmooth method. Also with opensubdiv ... the edges you set your properties to will always look at what is the nearest edge, so if you have some further apart it looks odd and you need to add extra edges. It's a bit hard to explain but the bottom line is.. I find chamfer + turbosmooth much faster and straight forward but I am also no opensubdiv super pro who may have a different opinion about that ;)
Hey Tim, thanks for your reply. It makes sense to use what you are comfortable with as you know what to expect each time. Plus your models always look so amazing so you are definitely doing something right. Thankyou again for your great tutorials and I really appreciate the effort you put into sharing your workflows. All the best, Dan.
Hi iHome yes you are right, I had a problem there with the normal map. I baked it out quickly for this tutorial then later noticed I had two objects stuck in each other for the highpoly bake.. resulting in that odd look.
I tried to copy your workflow in blender -> low poly -> add chamfer mod/ bevel -> add subsurf -> smooth shade. The bevel lines made hard lines through the smooth mod so the mesh was no longer smooth ):
Does anyone know how you'd use this workflow when modular pieces are involved? i.e. if there are 200 screws on a robot, do you unwrap the entire model + 1 screw, then duplicate the screw? Or do you just place 200 screws, then pick 1 screw to unwrap, somehow replace the rest, and remember its location inside painting programs?
Good tutorial but I do not understand a thing, the low poly has hard edges, the high poly has rounded edges. The normal map in the low poly can change the shape of the edges to be rounded? Is that so or is there a step that is not shown in the tutorial?
the lowpoly geometry doesnt change it just has a normal map applied that makes it appear rounded. The high poly is just used to 'bake' and create the normal map.
@@plant066 thanks for the response :) so just to get this straight, how the low poly should match the "roundness" of the highpoly? For example i started with a 6 sided cylinder and applied chamfer/turbosmooth tecnicque but when baking normals in SP corners are still hard (especially if seen fron top view). Was it too extreme lowpoly or there could be other things i did wrong and give this result? Im kinda experimenting. Thank you!!!
Hello Pawin thank you ans sry for the late reply. Yes quad chamfer should certainly work with it. Student versions support all plugins and scripts as fas I know.
Tim.. high poly and low poly model must be same coordinates same location in 3ds max before exporting to substance painter????.. thank you buddy for tut..
Hello Free Tuts! Somehow your comment ended up in the spam. Maybe because of the multiple question marks? lol. Either way yes indeed, they need to be in the same place or else your bake will not work.
Hey mate, will certainly have more gun tutorials out in the near future! After all my title at Digital Extremes is officially Senior Weapons Specialist haha. ;- ) So you can count on more of that coming in the future. :
Hi, I'd like to ask about floaters, do you bake your normal map with floaters in 3Ds Max or is there some way to use them when baking in Substance painter ?
Hello Mish, i bake everything in Substance Painter. If you are curious about this workflow you can watch the baking part of the grenade, it has floaters in it on the highpoly. It'll bake perfectly fine. I was never a big fan of baking in 3dsmax.
Thanks for the info, your videos are very helpful. I recently watched your video about N-gons and I'm a bit confused since in school we always learned that we have to triangulate for game engines, most engines triangulate when imported into so if we don't do it in our 3D suite it might end up with bad optimization. I understand your approach is only for flat surfaces where it doesn't matter much how it looks after import and it's and interesting way of modelling, I've always found it hard to focus on certain areas of my model which is cluttered with edges.
I am glad you find it useful and I can only speak from my experience. The 3D models I checked in to various engines (and I worked on quite a few games) will always convert exactly as the model I see in Max and this is just the proven way that it works. There is never any odd issues going on. If you ever find something acting up in the game then of course you can fix it if necessary but for me not once has there ever been any mismatch in the game engine from what I see in Max and I export with the default FBX settings all the time.
That is a good question, I used to do that but it became obsolete now that Substance Painter has a very awesome text tool feature. With that there is no more need to do it as 3D Text.
Hi Jokester, sorry I haven't seen your question earlier then that. I never worked with Maya but from what I heard it doesn't have the flexibility that Max has with all its modifiers so I wouldn't know how to replicate that kind of workflow with it as seen here. I did a quick search and found this. OpenSubDiv is probably the way to go for Maya. forums.autodesk.com/t5/maya-modeling/3dsmax-chamfer-modifier-equivalent/td-p/6409501
Hey Tim, quick question. Is there really a need to define sharp edges? Would it be bad to just have my low poly be entirely smooth shaded and then have my highpoly define the beveled/hard edges? l For example, i have my highpoly that had it's edges defined with the chamfer modifier, My low poly is entirely smooth shaded, and when i go to bake, the high poly makes the low poly seem like it has sharp edges. this is something that I'm still very confused about (game industry centered question)
Hello Mr. Meanor! It is important to define the hard edges because that's where the chamfer modifier will add the "support loops" which we need in combination with the turbosmooth modifier. For your smoothing question it's important to know that when we do the unwrap we have to define UV islands. You can't just unwrap everything as one piece and you should also not just assign one smoothing group to your entire lowpoly model. It is important that each UV island has its own smoothing group which we do after we are done unwrapping.
Hello karan, that would only be for the highpoly model that you need the chamfer modifier. The lowpoly model doesn't need all these extra edges. Technically the chamfer modifier creates our support loops that we need for the turbosmooth. Nothing else then that.
very Nice tutorial, like you said some people make the highpoly first then the low Poly, I'm using this technique as a digital arts and entertainment student, but this seems so mush faster. could you maybe put a link in the description to the correct quad chamfer modifier page? cause there seem to be a lot of these. maybe even scams. thanks 👍
Yeah the price tag is also why I still prefer to use chamfer modifier in my tutorials because like I said in the vid, don't want to make people pay for something half way through the vid in order to follow ;- ) However with this video out I can always reference back to it and say... "if you want smooth highpoly geo your life will be much easier with the quad modifier"
Hey mate, I personally wouldn't know because I only work with Max but it would certainly be interesting to hear if there are similar ways of doing that in the both Software Packages you mentioned
Ah right, yes I never use any direct x shader, just the default. I barely ever put more on in Max as the normal map. Normal map is nice to apply to it to check for errors in general :)
Hello Jomin, yes that is very easy. You just go to C:\Program Files\Autodesk\3ds Max 2017\Plugins and drop the DLM file in there. Then just restart Max and you will have the quad chamfer modifier in your drop down list available. :)
Our appreciation is beyond words. Thank you Tim for your time spending on those tutorials!
Thanks Paul, happy to read that and glad to share it!
Exactly the kind of content that helps with key concepts when modeling beautiful high quality models as in your tutorials, not much material out there for beginners like this, thank you Tim!
Thank you good Sir, much appreciated and thanks for watching!
did you even watch the videos? Because in one video he says use nGons np, and in this one he says well you're gonna get this problem but it's ok, I have a third party feature which fixes my nGon problems but I'm not gonna even mention how you can fix it with the stock chamfer. So what's even the point?
Hello Jokester, valid point. I should have shown that. Sadly I can't add that to the video as actual video content but I made an explanation how to deal with the pinching on the default chamfer modifier. Hope that helps!, cheers. chamferzone.com/chamfer-modifer-vs-quad-chamfer-modifer/
Jokester The Mighty just weld them together forming a nicer topology.
Amazing video! Btw anyone considering getting the third party chamfer plugin, 3ds Max 2018 onward has those features in the standard chamfer modifier.
Thx to Tim, the Indie game scene is going to achieve much better and faster results. Let's take a moment and be thankful for what he is doing for us in his spare time.
Thank you good Sir! Appreciate it :-)
OMG dude this tutorial is sooo cool, I used to place supporting edge loops by hand, and guess the distance but then I wasn't able to interactively change the smoothness without having to move the edges by hand again. Amazing trick here !
After almost 10 years, finally a video that explains this subject! Thank you very much!
I'm a newbie on creating the highpoly and this video helped me a lot. Thank you for taking your time and patience to make this tutorial.
That was amazing.I did not understand earlier why we need a low poly and a high poly model when texturing in painter. Glad i found this video.Thank you so much.I am a subscriber now!
Omg Bro I Can't Believe This You are god pro these tutorials are absolutely amazing no one can match the maturity of modeling that you have thank you so much for sharing the Advanced knowledge you have love from India
Thanks for making these, I just got your AKM tutorial, it's way better than anything else I could find out there for getting started on the right foot in Max.
Hey Michael, wow thanks for the compliment! Really appreciate it. Let me know if you ever run in any issues along the way. Here to help! :- )
Hey Tim, never knew about the Quad Chamfer modifier. There's been so many instances where I got pinching around the corners that had triangles as I tried to use the normal chamfer modifier in combination with Turbosmooth, but the Quad Chamfer sorts out that issue completely!
Thank you very much! :)
Hey Matt, indeed! The standard chamfer modifier is just such a waste for not having that quadify feature. The irony is that quad chamfer from Marius was around before Autodesk implemented their own version so how they managed to forget that most important thing of it is beyond my understanding ;)
Yeah that's extremely weird, I've just added the Quad Chamfer modifier to my configure preset...it helps so much. Before I would use the chamfer modifier and then just use the edit poly modifier to go around and clean up each of the pinching geometry, definitely time consuming
i wish i could find you sooner man. you are the absolute guide for what i need i guess
German rules! no doubt! your tutorial are one step further always! It's the small details like the chamfer use on smoothing groups what make difference...Thanks a lot!
haha. Well thanks, to be fair I have seen a ton of great tutorials from non germanz though ; D
Follow up note!
Here is how to fix the pinching geometry if you were to use "Autodesk Chamfer modifier" and not the quad chamfer.
chamferzone.com/chamfer-modifer-vs-quad-chamfer-modifer/
I should have shown that in the video at ua-cam.com/video/-rz5_CCWQz8/v-deo.html
The link is broken :/
Best teacher and tutorials ever!!!
Thanks Paul, appreciate it!
You are a LEGEND! I have been doing things inefficiently for so long. Thank you for these lessons! Liked and Subbed.
Hey mate, thank you good sir. I am just a dude who happens to be in the triple a industry since 10 years and loves to explain the stuff I do on a daily basis. I am glad you dig it! :)
Thank you! I agree with you for starting from low-poly to high-poly workflow. It doesn't hurt to know how to do it the other way around for flexibility, but personally I'd rather start from low-poly game res then proceed to high-poly for baking.
A lot of my colleagues find it strange that I start from low to high, then wonder why I was able to finish my asset on time and/or less stress - its because I establish my low-poly silhouettes first :)
Hi Alvyn, yes I think for me its the same, I just got very used working like that but there is a good amount of artists that does it the other way around too. I however stick with my believes that low to high at least for hardsurface modeling is more straight forward, accurate and faster. :) Cheers!
Wow, mind blown! That non-destructive workflow with the chamfer modifier is amazing! Sadly, I see only newer version of max have it, but it's still great to know all the chamfering I used to do by hand can now be automated with a few clicks!
And using floater geometry to bake in detail is also a great technique. I would've assumed artists used zbrush for stuff like that, but I guess good ol' max still has some tricks up its sleeve. :)
Awesome videos, keep it up!
Thanks Djorde, the non destructive workflow is certainly the most important aspect for me. I never worked much outside of Max so I can't really comment on other software packages but I keep hearing that this is unique to Max with the Modifier Stack.
Lord yes. Since arriving to Toronto I had to quickly get up to speed with Maya. Let's just say I'm not a fan so far. By comparison the modifier stack is a thing of beauty.
I also just watched your other recent video, about ngons. That was also really interesting! Personally I don't go over 5 or 6 sides max, so seeing those huge empty multi-sided ngons made me break out in a sweat! :D But of course, modeling for games has its own rules.
Looking forward to more stuff from you, love the quality and the clear delivery.
Thanks man! Yeah that is what I heard form other artist buddies who also were kinda forced to work with Maya who were prior working with Max ;) Glad you like the channel! I appreciate it and I'll keep on producing for sure :- )
great video i respect you a lot for not just trying to sell videos but actually help people have a deeper understanding of what they are doing and just saying that you forgot to link the addon in the description
Thank you Roy, I appreciate that. Yes I am happy for every sale I get on gumroad but it feels good knowing to help people out even if they don't buy. At the end it all started with the grenade tut because I figured.. I wouldn't want to buy a tutorial from someone I hadn't had the chance to watch first ;- ) Anyways, cheers! I ll keep them coming.
Tim.. I love you man! I'm in love with your tutorials! Thank you very much, I hope to see some new video, cheers!!
Tim, we love you
Great work Tim!
Thank you so much for these tutorials man, I can't tell you how much they have helped me.
Thanks for watching Cranky! Happy to read it!
As always pure gold...thanku sir for this valuable tutorial
..and putting so time
Very useful for intermediate 3ds max users!
speechless, super amazing Tim :).
Aw thanks man! Glad you dig it! :- )
I'm so proud to have found this channel, very pro and you demonstrate all what you say. This is such perfect. Also I love your process when you talk to avoid consuming time things! This is what my teachers should teach me first ;-)
One question tho, where is the baking part ?
Thanks again!
Hello Alpha! Glad you found the channel and that you find it to be useful! About your question.. I know I still "owe" a baking video as advertised in that video but I kinda figured that the actual tutorials in which I go over every single step are the best I can do to really explain it. I went quite in depth on it at the latest droid tutorial so make sure to check that out! That said I may still produce a new baking special one day but I don't have it as the most priority thing on my agenda at the moment :)
That exactly what I thought. I'm gonna watch it with a lot of pleasure. Your work is incredible and I have so much respect for all the knowledge you give us for free. I'm very grateful, again. Thanks.
Hey Tim, great stuff. Been using this method for the last year myself. Nice to see you sharing it. :) Just a quick note for beginners who haven't got Miauu's plugin. You can add an EditPoly mod under Turbosmooth in the stack and weld/collapse the pinching verts. Chamfer changes below in the stack will still propagate.
Also, just curious why you still use floaters when nurnie/text details can be quickly and non-destructively painted on a layer in S Painter without having to do rebakes or create extra geo?
Hi musashidanmcgrath, thanks for your comment. You got me curious there with the welding. How do you make sure that you don't end up welding other vertexes together that just happen to be close by each other? I was experimenting around with that but didn't get a satisfying result. Would be curious if you figured a way out to avoid that. Also about the floaters, yes ever since substance painter 2.5 I will now use the text tool to add information like that. Good point about it being non destructive. One good thing about floaters though is that you get the details also appearing in your AO, curvature, thickness. All that stuff that helps adding an extra layer of realism.
Hey Tim, well you'll know what verts to collapse/weld to eliminate the small triangles that are left over(so it's essentially manually doing what Miauu's Quadchamfer is doing with quad Intersections)
What I like to do instead of floaters is before I start any texturing I'll add all my text/nurnie details and export/reimport my normal map and then bake all my other maps. That way the detail will be picked up in AO/curvature/etc. Doing this automatically is a feature I've been asking for, for a long time now. But, for now, it's just an extra step(unfortunately you lose some of that non-destructiveness if you keep making changes to the normal painted detail layers as it requires a rebake) But if your design is locked in early you can concept all your painted normal detail on layers, non-destructively, and it can save some time. I also find it a great way to design panel lines, on the fly, and really quickly, without having to model or sculpt that detail to a high-poly.
Thanks for the explanation. Yeah true that would be a workaround with the chamfer and editable poly.. but just more time consuming and in need for that extra modifier then using quad chamfer. Just a shame that Autodesk didn't add that feature yet. (shakes fist at sky). Yes the workflow you described is a good one with the flaoters, let's hope for that feature to be added one day to not having to do this extra step. Substance Painter 3 maybe? :) Who knows..
Yes, the quad chamfer Adesk added is poor in comparison. I bought Miauu's plugin years ago(before Qchamfer was added as default)so I've always used it.
Another interesting and recent development is UE4 direct support for Opensubdiv so I can see FPS hero weapons just being sent directly to the engine with chamfers applied and sub-Divided in-engine. With details painted in SP. Completely eliminating the need for a high-poly bake. Similar to using a mid-poly with face-weighted-vertex-normals.
Absolutely invaluable content, thank you for doing this, brilliant tutorial!
Hello Kyle, thank you very much. I'll certainly keep on producing and glad that it helps!
Hey Tim,
When is the baking and unwrapping tutorial coming for this? These tutorials are awesome by the way so keep up the great work :)
Hi Ross! Thanks for asking and glad you like the videos, the past weeks have been insanely busy for me which is why I didn't get to do it yet. I already started on the unwrapping episode a while ago. However since then I gathered a few questions that I get asked a lot and I want to add more to it now based on that. It's always tough with these youtube videos if .. afterwards you remember something that wasn't mentioned and should have been. Can't just replace an existing video once its up sadly with "updated" footage so I want to make sure I cover it all. Long story short I aim to have it done by end of next week, followed by the baking tutorial. Cheers!
ChamferZone ah no worries ☺ I understand all too well about busy weeks and time flying by! Thanks for the quick response and I look forward to the next instalment!
Thank you Tim, great work as always :)
Thanks Thor, appreciate it ! :)
Everything you make is pure gold..thx for share!!...if you decide to make a game environment tutorial, instant buy from me!!
Thanks Lorenzo, appreciate it very much and yes I can certainly see an environment tutorial in the future. Not as the next thing but with a bit of luck still this year :-)
Thx to you again!.I started with substance painter thank to your grenade tutorial..and now is a must in my workflow..some of my work after your shared knowledge:
www.artstation.com/artwork/BvXgz
www.artstation.com/artwork/ENaGN
www.artstation.com/artwork/3wdZY
+Lorenzo Dominguez That pipe bomb with a mobile phone is freaking amazing! Wish I could make a texture like this.
Textured and presentation were my weak themes until ChanferZone tutorials.
Hello Lorenzo, that is so awesome to read and good looking work for sure! I agree with zaparine, that pipe bomb is great. Ever since counterstrike I thought it would be fun to model one, never got around to do i t though :)
Quad Chamfer and floating is brilliant idea :-)
thank you is there more tutorials like this
omg it's my actuall pipeline for models. Fast and easy indeed) Great tutor)))
I absolutely love your work ! Have you released the baking settings video yet? You referenced it in the video but I can't seem to find it
Love your stuff getting to learn 3DS Max and your tutorials help a bunch. But how to get that quick acses menu under hte modiffier list ?
I have brought your AKM tutorial, and will buy others. They are amazing and extremely helpful for me. Thanks a lot! You show all steps but did not talk much about the reasons why you did that. I am wondering if you can make more tutorials like this one to talk about the basic concept behind 3ds max. That will make your tutorials unbeatable xd.
Hey Oliver! Thanks for the feedback and I certainly will try to get better at that for future tutorials! I feel that my latest mech tutorial is the best in terms of that but in the end others have to be the judge of that. :)
Hey tim, i loved your AKM tutorial, i and i bet alot of other people would love another step by step tutorial on a weapon, like how you did with the AKM, im ready to spend another 35 bucks on another High Quality tutorial :)
Hello good Sir, thanks for the feedback and I am glad you look forward to the next tutorial. I can promise you that my next tutorial will be my best (imho). I've worked on it for many many months already and it will be... the Ultimate Mech Tutorial ;) So .. not really another weapon but it comes with 2 big weapons attached to it. After that I have certainly plans to make another weapon tutorial as well. Probably some kind of pistol. Thanks for your support !
Hi. great videos. I learned a few tricks from this and the unwrapping video. any plans to do a baking tutorial?
Hi MZONE, thanks for watching and for your patience. Yes the baking tutorial will certainly come! It's just that I also currently work on the next big ultimate tutorial covering a full battle mech. Since I do all that in my spare time (I work at Digital Extremes during the day) I find myself with never enough time on the hands. However I'll keep that channel updated with new episodes for sure and the next one will be the baking part :- )
Thanks Tim for all your shared knowledge, its priceless to me. I have been debating on the quad chamfer pro but this was exactly what I wanted to know and see especially from the Master Chamfer guy himself, going to buy it here in a few minutes :)
haha thanks Chuck! Yeah you are gonna love the quad chamfer modifier. It boggles my mind that Autodesk didn't add that quadify feature that quad chamfer had already years before they decided to implement their own chamfer modifier. Sad!
According to the Autodesk promotional videos on UA-cam, Quad Chamfer has been a standard feature since version 2015 (next to the regular Chamfer).
Hi Bas, that is true but the problem is that Autodesk's chamfer modifier produces ugly pinching issues in some cases (as seen in this vid here) vs the Quad Chamfer that makes it all perfectly quadified.
As a Modo user, if there's one thing I'm hugely jealous of it's the modifier stack. We do have edge weighting with SDS modeling, but the process isn't as automated
Hi Joos, yeah that has to be the #1 thing I love about Max, for me I always want to be able to roll back on anything I do. I usually don't end up doing it but just knowing I can makes all the difference for later fine tuning.
Your tutorials are greate and very helpful, and it is so nice to see a real professional in the art. Thank you.
But.....how did you bake corners in cylinder with flow details???
Hello Tom! Thanks glad you like it! I am not 100% sure I get your question though.. which corners do you mean? You mean the little detail I added at the end of the tutorial to demonstrate further "enhancement" to that cylinder? Well you can just bake that straight down to that polygon. No problem there at all.
I mean details that made as separate meshes, and question is how to bake them and nearest corner of cylinder, if just to use cage for baking than it should be pushed more because of these details to cover them, but that will make distortion of these details on NM. such like this i.ytimg.com/vi/evIogtBAB2Q/hqdefault.jpg
Oh hey Tom, yes in that example this is a pretty nasty bolt + screw head to bake out where the distortion gets very obvious fast. One of the things you can do to avoid this if you don't want to use a cage is by creating a med poly that has more divisions then your actual lowpoly. Then you bake it on that and later swap it out with the actual lowpoly. I'll talk about that in the upcoming baking special vid I had in mind :)
I'll talk about that in the upcoming baking special vid I had in mind :)
Greate! Can't wait to see it :)
I love your videos! I'm a current student and you help me a lot. I hope to see some Substance Painter 2 videos soon
Hello Tyler thanks for the feedback and yes for the special episode about the baking part I ll definitely jump into SP2! For now you can follow the Free part of the blade texturing tutorial that has SP2 in it. Glad you like the videos, thanks and good luck with your career!
Great tutorial. Where is the next part?
Hi mate, thanks and thanks for asking. I am currently working day and night on the Ultimate Mech tutorial. I will release the next baking special episode very soon at the same time when this tutorial is finally done : )
thank you for making these videos.
great tutorials , i have one question in the other tutorial you have combined the different elements into one mesh, how would you bake them to avoid errors on overlapping geo, if you dont need to explode and can use substance naming, how do you keep all the elements on the same UV?
very nice tut explained very well
Hi Tim, I´ve following your tutorials for a long time, I would like to ask you... what are your thoughts on the double turbo smooth technique? :)
Greetings and keep it up, your doing an amazing job here :)
Amazing tutorial
Thank you so much for this video! Very helpful
Amazing love it, but how you do smoother and sharper edges on one model like in open sub modifier? Thx
OH MY FKN GOD THANK YOU, ive been doing this manually for years!!!!!
Thank you!!!!
Very nice Tut! THX!!!
But I can't find the Quad Chamfer in my Modify list (Max 2017) ?!
Hey Maximilian! That's because its a third party plugin that cost money mariussilaghi.com/products/quad-chamfer-modifier The standard thing that Max comes with is called the Chamfer modifier.
ChamferZone nice thx
Tim, thank you for video, you tutorials the wery best!👍
Thank you for this helpful tutorial!
Do you think that the workflow using OpenSubDiv Modifier + CreaseSet Modifier / Edge Crease Values in Edit Poly is just as good? I like the fact that I can easily create different crease values, and thus, use a different amount of sharpness for every edge that I want. With the CreaseSet modifier, you can very quickly select the desired edges by auto-selecting them with the angle.
The only drawback of this method is that you have to set the creasing of every additional edge you create when modeling. So it's not as quickly, but it's more versatile as it allows you to set different creasings for different situations.
So what do you think? When comparing both workflows?
Hi Crimzan, thanks for your message and yes there are certainly good reasons to use opensubdiv but honestly in most cases I am just 100% fine using quadchamfer workflow. If there would ever be a case of different amount of sharpeness then sure. Might be worth to use opensubdiv for. These two methods can be mixed as well. My free kukri blade tutorial used opensubdiv but looking back at it the amount of questions I get make me regret I didn't just use the chamfer modifier as shown here.. it's just more straight forward in my personal opinion.
I see. Thank you very much for sharing your opinion. Quad Chamfer isn't really expensive at all, so I think I'll give it a try soon!
Amazing as usual thank you so much for making these.!
So so helpful! Thank you so much for your videos!
Thanks for watching, appreciate it!
Hi Tim, let me start by thanking you for the amazing work you're doing , trust me your lessons that you're putting for us is helping us to make our dreams and became a part of the industry and improve ourselves, so thank you. I have a question regarding smoothing group , I'm a maya user and in maya we have soften/ harden edges only so can I use that as a smoothing group ? Or in maya I don't need smoothing groups ? Only apply smooth + adding the supporting edge loops when needed and a bevel ?
how do u move the light that it is in the scene? thx and cheers
Thank you so much !!
for floater,modeling and bake are better than ndo with vector and heightmap?
Wow, really good tutorial. I finally realized what the purpose of a floater is. Just one question :). Is it better to do high poly detail in 3ds max, or is it better to do the detail using normal map brushes in substance painter 2. Thanks again for the tutorial.
Hey Nathan, thanks glad you like the tutorial. About the details I try to do as much as possible in the high poly. The reason for that is that when you bake your maps out those details will go straight into the curvature and thickness and AO map that add further detail when you add your wear and tear. So for instance if you have some boltheads on a tank... it would not show any leaking effect if you were just to place that in painter. Of course for some parts that's still fine but in general best to pack as much in the highpoly as possible. I consider highpoly modeling already a part of texturing in some way because of it :)
Thanks. Can't wait to see your next vid :)
Simply the best tutorials I've been able to find on the Internet. I just wish I found your channel sooner. Also, do you ever use any sculpting software in your work flow? I'm kinda confused because before finding your channel I thought that the way to model an asset, even if it's hard surface, is to make a base mesh, then move it to zbrush or something like that, and then make a low poly out of the high poly, so now I'm not sure wich work flow would be the best for me. I would really appreciate an answer.
Hello Juan ! I am glad you like the channel and that you found it! Thanks for watching. To answer your question, there will never be that one perfect way to do something. In my 10 years in the game industry I can certainly say that there are a ton of different ways to achieve something. Some like to do their work in zbrush, others in 3ds max and so on. It's the beauty of it to have so many ways. However in my case and the companies I work and worked for 3ds max is the most common software to approach hardsurface models. 3ds max is fantastic because it is SO non destructive due to its modifier stack. Meaning if someone tells you for example to make that barrel longer or swap this element for something else you can just load up your scene again and quickly change it. Other software might be more of a pain to rework that and so on.
ChamferZone thanks you for your answer! I guess I'm gonna try different workflows and see wich one I like the most.
Hello. Just wanted to ask, what parameters of the normal map we need to consider in order to achieve this kind of low poly + normal map details?
but how do you bake normal map here? i mean if you want to paint diffuse map also you obviously neeed supstance painter?
A question, please. Should I export my low poly with or without smoothing groups (and in that last case bake the hard edges on a normal map from the high poly)? Because I'm having an issue with my model where I always get artifacts due to the hard edges of my low poly. Even with uv shell with enough padding the result doesn't pleased me...And I see that your low poly is free of smoothing groups.... what should I do?
Hi Tim Thank you for the great effort, but i have a question, is this way of modeling, i mean the high poly can be utilised in say for example a movie or demos or other than video games, thank you in advance
Hey Ahmad, thanks for watching and that is a good question. The approach for movies is (kinda) similar but also different. I never worked for movies so I can only answer as a non expert. What I do know is that movies rely on HUGE textures which are achieved through UDIM (google it). Substance might get support for that soon. Memory doesn't matter for movies unlike games since moves are all rendered. Same goes for polycount. You can have millions of polygons, no lowpoly needed. I have yet to find out how they approach unwrapping for movies that is the most interesting topic. Since you have meshes that consist out of millions of polygons, they still need to be unwrapped and textured. I bet they have special tools and workflows but in the CORE esscence it's still all very related and similar regardless if games or movies I would say.
Thank you very much Tim for taking the time to answer my question, cheers
Hey Tim, amazing video once again and very interesting to see a professional approach to workflow. I have a question regarding openSubdiv. Would it be more efficient to just keep the low poly mesh and then use OpenSubDiv and edge creasing? Is there a reason you prefer using chamfer and smoothing groups? Would be interested to know why you choose this method over opensubdiv unless it's just what you are used to? Thankyou so much for the awesome videos and can't wait for more! Dan
Hello Dan, thanks for your comment, glad its being useful. About your questions with Opensubdiv. For the most parts it's just that I got so used to this workflow as seen here. I used it already before quad chamfer or chamfer modifier existed 8 years ago with a modifier called "edgechex". So the whole workflow really got into my everyday flow like a preferred hammer and emboss from some smith or something ;) I tried opensubdiv a few times already but always find myself going back to the chamfer + turbosmooth modifiers. The workflow from this vid also doesn't produce such a high polycount in contrast to opensubdiv.
If you look at the actual geometry that opensubdiv produces you'll see that it's much higher then the chamfer + turbosmooth method. Also with opensubdiv ... the edges you set your properties to will always look at what is the nearest edge, so if you have some further apart it looks odd and you need to add extra edges. It's a bit hard to explain but the bottom line is.. I find chamfer + turbosmooth much faster and straight forward but I am also no opensubdiv super pro who may have a different opinion about that ;)
Hey Tim, thanks for your reply. It makes sense to use what you are comfortable with as you know what to expect each time. Plus your models always look so amazing so you are definitely doing something right. Thankyou again for your great tutorials and I really appreciate the effort you put into sharing your workflows. All the best, Dan.
at 11:48 your normal map looks like it was baked without sg's in the center of that round object.
Hi iHome yes you are right, I had a problem there with the normal map. I baked it out quickly for this tutorial then later noticed I had two objects stuck in each other for the highpoly bake.. resulting in that odd look.
I tried to copy your workflow in blender -> low poly -> add chamfer mod/ bevel -> add subsurf -> smooth shade.
The bevel lines made hard lines through the smooth mod so the mesh was no longer smooth ):
Amazing ..thanks for share
Does anyone know how you'd use this workflow when modular pieces are involved?
i.e. if there are 200 screws on a robot, do you unwrap the entire model + 1 screw, then duplicate the screw? Or do you just place 200 screws, then pick 1 screw to unwrap, somehow replace the rest, and remember its location inside painting programs?
1:42 that ugly artifact in the middle, troubleshoot that just following the edge flow around the innner extruded shape
Why you don't use creasets, chamfer and open subdivide instead of smoothing groups with still show shading issues !?
Would you still recommend the quad chamfer plugin even though 3ds max has it built in now?
Good tutorial but I do not understand a thing, the low poly has hard edges, the high poly has rounded edges.
The normal map in the low poly can change the shape of the edges to be rounded?
Is that so or is there a step that is not shown in the tutorial?
i'd like to know that too :/
the lowpoly geometry doesnt change it just has a normal map applied that makes it appear rounded. The high poly is just used to 'bake' and create the normal map.
@@plant066 thanks for the response :) so just to get this straight, how the low poly should match the "roundness" of the highpoly? For example i started with a 6 sided cylinder and applied chamfer/turbosmooth tecnicque but when baking normals in SP corners are still hard (especially if seen fron top view). Was it too extreme lowpoly or there could be other things i did wrong and give this result? Im kinda experimenting. Thank you!!!
is this auto smooth tool available in 3d maya or not
Thank you thank you thaaaaaaaaaaaank you :D :D :D this helped me a lot really a lot (like all your other videos).
First, amazing technique! Second, Do you know if quad chamfer modifier works with 3ds Max 2017 student version? Thank mate!
Hello Pawin thank you ans sry for the late reply. Yes quad chamfer should certainly work with it. Student versions support all plugins and scripts as fas I know.
awesomeness
Thank you very much for this tutorial, it was very helpful! Subscribed :)
Glad to hear it Alex, thanks for subbing and more tutorials to come!
Tim.. high poly and low poly model must be same coordinates same location in 3ds max before exporting to substance painter????..
thank you buddy for tut..
Hello Free Tuts! Somehow your comment ended up in the spam. Maybe because of the multiple question marks? lol. Either way yes indeed, they need to be in the same place or else your bake will not work.
...really appreciate it..and sorry for multiple question marks :))
Thank you.
sir is there any option kind of this in maya
Hey Tim are you going to work on any gun tuts? i would but it in a heart beat :D and thank you for the vids
Wafflekillr He has the ultimate gun tutorial ready to buy 😉 I believe there is a link in the trailer of that video.
haha i already bought that but thx m8 :D
Hey mate, will certainly have more gun tutorials out in the near future! After all my title at Digital Extremes is officially Senior Weapons Specialist haha. ;- ) So you can count on more of that coming in the future. :
nice tutorial. Thank you.
Glad you like it and thank you for watching it!
Hi, I'd like to ask about floaters, do you bake your normal map with floaters in 3Ds Max or is there some way to use them when baking in Substance painter ?
Hello Mish, i bake everything in Substance Painter. If you are curious about this workflow you can watch the baking part of the grenade, it has floaters in it on the highpoly. It'll bake perfectly fine. I was never a big fan of baking in 3dsmax.
Thanks for the info, your videos are very helpful. I recently watched your video about N-gons and I'm a bit confused since in school we always learned that we have to triangulate for game engines, most engines triangulate when imported into so if we don't do it in our 3D suite it might end up with bad optimization. I understand your approach is only for flat surfaces where it doesn't matter much how it looks after import and it's and interesting way of modelling, I've always found it hard to focus on certain areas of my model which is cluttered with edges.
I am glad you find it useful and I can only speak from my experience. The 3D models I checked in to various engines (and I worked on quite a few games) will always convert exactly as the model I see in Max and this is just the proven way that it works. There is never any odd issues going on. If you ever find something acting up in the game then of course you can fix it if necessary but for me not once has there ever been any mismatch in the game engine from what I see in Max and I export with the default FBX settings all the time.
Are you modeling the text too? I usually left texts for normal baking stage via photoshop or texture stage with substance painter.
That is a good question, I used to do that but it became obsolete now that Substance Painter has a very awesome text tool feature. With that there is no more need to do it as 3D Text.
How did you show bump/normal maps in viewport 3ds max 2017? Mine can't be shown in viewport
Hi mylinx, forum.chamferzone.com/viewtopic.php?p=1384#p1384 here is how to do that :)
Normal Maps creates the illusion of additional detail.
what's the chamfer modifier in maya?
Hi Jokester, sorry I haven't seen your question earlier then that. I never worked with Maya but from what I heard it doesn't have the flexibility that Max has with all its modifiers so I wouldn't know how to replicate that kind of workflow with it as seen here. I did a quick search and found this. OpenSubDiv is probably the way to go for Maya. forums.autodesk.com/t5/maya-modeling/3dsmax-chamfer-modifier-equivalent/td-p/6409501
LOLL. THIS IS BIG STUFF TY FOR SHARING IT!!
Hey Tim, quick question. Is there really a need to define sharp edges? Would it be bad to just have my low poly be entirely smooth shaded and then have my highpoly define the beveled/hard edges? l For example, i have my highpoly that had it's edges defined with the chamfer modifier, My low poly is entirely smooth shaded, and when i go to bake, the high poly makes the low poly seem like it has sharp edges.
this is something that I'm still very confused about (game industry centered question)
Hello Mr. Meanor! It is important to define the hard edges because that's where the chamfer modifier will add the "support loops" which we need in combination with the turbosmooth modifier. For your smoothing question it's important to know that when we do the unwrap we have to define UV islands. You can't just unwrap everything as one piece and you should also not just assign one smoothing group to your entire lowpoly model. It is important that each UV island has its own smoothing group which we do after we are done unwrapping.
@@ChamferZone Great answer, Tim. I understand now, thank you so much!
So for low poly, do we need to keep the chamfer modifier on and then unwrap it or is it just for high poly only?
Hello karan, that would only be for the highpoly model that you need the chamfer modifier. The lowpoly model doesn't need all these extra edges. Technically the chamfer modifier creates our support loops that we need for the turbosmooth. Nothing else then that.
ChamferZone Thank you.
very Nice tutorial, like you said some people make the highpoly first then the low Poly, I'm using this technique as a digital arts and entertainment student, but this seems so mush faster. could you maybe put a link in the description to the correct quad chamfer modifier page? cause there seem to be a lot of these. maybe even scams. thanks 👍
It's this one: mariussilaghi.com/products/quad-chamfer-modifier
The video displays the link at : 13:15.
Owh thanks m8, didn't see the link
No problem, fella. Pricey for a script though. Haha
Yeah didn't expect it to be that expensive ... 😂
Yeah the price tag is also why I still prefer to use chamfer modifier in my tutorials because like I said in the vid, don't want to make people pay for something half way through the vid in order to follow ;- ) However with this video out I can always reference back to it and say... "if you want smooth highpoly geo your life will be much easier with the quad modifier"
what are the alternatives for this turbosmooth + chamfer method if modeling in Maya or Modo?
Hey mate, I personally wouldn't know because I only work with Max but it would certainly be interesting to hear if there are similar ways of doing that in the both Software Packages you mentioned
Which shader r u using to see the normals in the viewport?
Hello 123, I recently made a small tut on how to do that. Here's the link! forum.chamferzone.com/viewtopic.php?p=1384#p1384
Ok so you're using a standard material with "show realistic" option on.
I thought it was a directx shader. Awesome tutorials keep them coming! ;)
Ah right, yes I never use any direct x shader, just the default. I barely ever put more on in Max as the normal map. Normal map is nice to apply to it to check for errors in general :)
hi .. can u tell me how to install quad chamfer modifier in max 2015.. im a newbie and there is no guidence in web to instal an mtl format to 3ds max
Hello Jomin, yes that is very easy. You just go to C:\Program Files\Autodesk\3ds Max 2017\Plugins and drop the DLM file in there. Then just restart Max and you will have the quad chamfer modifier in your drop down list available. :)