Amazing content! Very clarifying. I always struggle with quads creation, specially when dealing with different shapes that need to be intersected. Thank you for all these videos!
Hey Denis. Thanks for this very informative tutorial. I like that you not only explain what to do but why. Very helpful for those of us learning the software. I look forward to more great stuff from you. Cheers!
Outstanding, neither of the paid courses I followed took time to explain in this well. For free this channel provided better, more concise lesson both in basics and proper workflow and practical considerations. Commenting to say thank you and for the algorithm until I can support the channell.
Hello Denis! I cant be thankful enough for your videos. Whenever i have issues with modelling things from imagination i refer back to your videos. There's no one better on youtube who explains everything about geometry of models in such ways! I would love to donate at least some amount of money to say thank you physycally for having time to make such informative vids! Again thanks a looot!!!!
Even after years of daily use of Max, i realize I'm still missing some fundamentals!! Thank you so much for sharing your knowledge. Cheers from France :-)
Good tutorial. I just want to say that all the manual work you did in the last part of the tutorial (adding the triple edges all around to be able to use efficiently the turbosmooth) can be done automatically simply using a chamfer modifier in quad mode. All you have to do is set it to work only in edges that doesn't share the same smoothing group. And smoothing group can be easily set up with autosmooth option inside edit poly roll down. This also allows you to change the sharpness of your edges simply adjusting the chamfer value (I always use parametric modifiers in the stack when I can, I found this extremely useful during the modeling stage).
+Pixelpark Carlo You are absolutely right about the chamfering part, the only reason why i chose to go with the slice plane is due to the fact that i did the explaining of how to work with it in the video so i just wanted to show it in effect.
Amazing tutorials matey. Been using max for years but massive gaps in my knowledge, trying to get it all locked in now. thanks. Watching all your vids! :)
:D wee question, When editing geometry - specifically adding the chamfers/ loops etc, would you usually use the Edit poly modifier just as a non destructive method of creation just in case you mess up the original object and it's difficult to clean up? I know you probably knew exactly what you were doing here for the video so were confident enough to just work on the collapsed model. Or is it all just something that comes with experience? I sort of look at edit poly modifier as a layer if you were working in photoshop for example.
You got it right. Pretty much every time i do something that there is the remote possibility of a screw up i use a new edit poly modifier. Bare in mind though that after a certain amount of modifiers in the stack if you are in a good spot and need to continue to further modify the model it's always a good idea to save on a different save file and collapse the stack. This is in case Max decides to have a brain fart and mess up your stack for no particular reason.
+bgdbaby Well that was the initial idea. It was either show people how the tools work, or use the tools to make a certain thing. The issue with making a certain thing opposed to showing how everything works is that in the end you end up knowing how to make that certain model, and for everything else you have to piece it together on your own.
Yes, all the more when these gems are in the ribbon ! Since we can't get it vertically as floater anymore (since max2014 I think), I tend not to use it much ... takes too much place on the workspace IMO ... but I know, shame on me, plenty of great tools in it :)
If only you would have done it like 7 years back, when i was looking for answers you explained in your tutorials here. anyways great job on the tutorials. still helpful in some tools & tips , best !!
+German Carrasco From my perspective everything is simple if you have someone to break it down to you and explain why things are happening when you do certain other things. Or as an analogy i've heard, if you can't explain what you are doing to a 10 year old then you are probably a fake :)
12:13 It's not Murphy's Law, I think that Max just doesn't cut through edges. It can only cut across seamless surfaces, so to speak. Your workaround was pretty neat, thanks for that. 42:04 Damn, it let you do it this time? Silly Max...^^ In any case, your tutorials seem to be far more helpful than the video lessons from Digital Tutors (which aren't free). Instead of boolean, those "tutors" expected me to manually create all the holes in the geometry (using insets and all that), like a freaking fool, ^^ Thanks for taking the time!
Hi! you have awesome tutorials for the beginners! About the problem where you couldn't cut the N gon...in my experience, most of the times like this you have to start cutting from the middle..From edge to vertex, first to one side, then to another.
Thanks for the quality of your explaining. I have a question about snapping I can't seem to snap to the second object even though the first object is snapping.
The video seemed a little long for me, but was able to understand at perfection at 2x speed 'cause you have perfect diction (for me, a non english native speaker). it was very helpful, you tackled various important geometry issues. Suscribed!
I'm watching your whole chanel repertory this way. The downside would be that UA-cam only be counting the real playing time, so if everybody watches your videos at 2x speed YT would count only half of the time (I'm guessing this right here, I don't really know how UA-cam counts the time). Any way, you have shared great content, keep the good job!
Hallo, kann ich wissen WOHER hast du // EDIT POLY MODE // in Main Toolbar ????? bei mir gibt so was nicht!!! ( habe auch max 2016)....ist das ein Plug-In????...danke für die Antwort..... Grüße aus Austria.
+Peter Kredosy From what i remember from my German lessons from back in high school which was ages ago the answer to your question should be in this video ua-cam.com/video/u3cujc2OMBc/v-deo.html 2:52 is where you want to start watching.
thx for the amazing tutorial also do u have any tutorial to make workflow faster by using custom shortcuts ? if there is link me pls or if not make one pls
Morning , i tried this using 3ds max 18 and the proboolean - intersection does not produce the same result. it just remove the down part, so i get an inverted result
+krime ramy Hehe thanks for your Like and the positive review. As for the modeling part, this is the basics that everyone should know if they want to work with modeling.
12:20 - it is the eternal bug from the times of 3D Max 04 - and there are a lot of such "eternal" bugs which exist in programm during a long years! But Autodesk does nothing to fix it...
Thx for sharing your knowledge! Why is Autodesk not able to avoid those extra vertices when doing ProBoolean? It took till version 2016 to get a quad-chamfer...not very innovative. If Autodesk doesn't take care and introduces some new, more sophisticated features Zbrushs ZModeller will kick their a**.. I'm not surprised that Pixologic invented QMesh functionality and not Autodesk.
+Sven Bardos Well in all honesty Autodesk is doing a great job when it comes to working with geometry, but you need to understand that in it's core Max wasn't really designed to work as a sculpting application where the geometry can be added and removed without any notion of geometry flow. If that is what you are looking for from Autodesk they will tell you to take a look at Mudbox and that Mudbox can do all of that. Now if you ask me i'd tell you to take a look at ZBrush and keep looking there, but that's a personal view. As for the QMesh and the ZModeler brush that the 4R7 brought, that's an amazing tool but still light years away from being a precision tool. And while we are at ZBursh don't forget the ZRemesher function. I would love to see something like that in Max, but sadly when i end up doing a retopology video in Max it will be a pain :)
+Denis Keman I'm not talking about sculpting. It's no question that Max isn't a sculpting tool and will never be. I'm just talking about the box modelling stuff. In my opinion Autodesk really missed it to give artists better, more comfortable tools. The workflow is the same as 10 years ago (with the same issues). In your video you had trouble to cut through a polygon to connect two vertices. In 2016? Seriously? And I'm pretty sure this flaw will never be fixed. And there are many more like this, as you may know. I hope that Autodesk takes a look on the ideas of Pixologic and get some inspiration for 2017. Also see that ZModeller is in the first iteration. What will be in 5 years? Artists will not accept these low level tools from Autodesk anymore, I think. Just my 2 cents.
+Sven Bardos Well you are right about the fact that the workflow is more or less the same as it was 10 years ago, but then again geometry follows certain rules that transfer on all platforms, but back to the issue at hands, the clunky and buggy workflow. I will not defend that which is obviously flawed in many ways, but then again over the years i've learned to work around the bugs and turn a blind eye to them. But here's to hoping for better workflow from Autodesk in the future.
+Denis Keman That cut thing annoyed me too so I had to check it... Max2016 here too with all the service packs and right now I cant really test it in other versions. It seems if you extrude a face inside the object, then the cut tool wont really find the vertices on those edges. If you extrude it upwards, then it will work. In this case however, if you connect the first two vertices, then you can use the midpoint of the new edge, the cut tool will find that and you can start the cut from there. After this step, you can use the connect tool or anything else on that new vertex. :) Its annoying, but still faster then the inset.
+András Pál I'm loving the fact that people are actually watching the whole thing and not simply skipping it :) In any case the cutting issue like you said happens on when you get a negative z value or negative extrusion, and usually the solution is to either add a median point and connect it through it, or find a workaround like i did in the video. Kudos to you for your contribution.
Amazing content! Very clarifying. I always struggle with quads creation, specially when dealing with different shapes that need to be intersected. Thank you for all these videos!
Hey Denis. Thanks for this very informative tutorial. I like that you not only explain what to do but why. Very helpful for those of us learning the software. I look forward to more great stuff from you.
Cheers!
+MrEe1010 Really happy you found it useful, cheers
Outstanding, neither of the paid courses I followed took time to explain in this well. For free this channel provided better, more concise lesson both in basics and proper workflow and practical considerations. Commenting to say thank you and for the algorithm until I can support the channell.
Cheers and thanks for the comment :)
4 years later that video has been yet again so so so so usefull ! Thanx !
Hello Denis! I cant be thankful enough for your videos. Whenever i have issues with modelling things from imagination i refer back to your videos. There's no one better on youtube who explains everything about geometry of models in such ways! I would love to donate at least some amount of money to say thank you physycally for having time to make such informative vids! Again thanks a looot!!!!
Even after years of daily use of Max, i realize I'm still missing some fundamentals!!
Thank you so much for sharing your knowledge.
Cheers from France :-)
Outstanding lesson for a newbie like myself. Thanks for taking the time to help people learn, in an hour, what would take so much more time elsewhere.
Detail explanation! Powerful tutorial! Detail of every tools you used in the video! Subscribed !!!
+J JJe Welcome to the channel
+Denis Keman I have a question..is 3D Max 2012's MassFX tool different with this 2014 version? If yes then is it the same way to do it at 2012?
This is helping alot, even after years of working in this field I learn how to get better cleaner results, many thanks! Keep it up!
Cheers Mike
Seriously... The best video series I have found.Thankl you very much for making these videos. *bows master*
Excellent and your english is very clear and easy to understand. Thanks
Well thank you, hope you managed to pick up some tricks and you learned something.
Thank you , where i was before , i was looking basic tutorials looong time , and give up now i found you my friend and it is soooogoood ty again
Good tutorial. I just want to say that all the manual work you did in the last part of the tutorial (adding the triple edges all around to be able to use efficiently the turbosmooth) can be done automatically simply using a chamfer modifier in quad mode. All you have to do is set it to work only in edges that doesn't share the same smoothing group. And smoothing group can be easily set up with autosmooth option inside edit poly roll down. This also allows you to change the sharpness of your edges simply adjusting the chamfer value (I always use parametric modifiers in the stack when I can, I found this extremely useful during the modeling stage).
+Pixelpark Carlo You are absolutely right about the chamfering part, the only reason why i chose to go with the slice plane is due to the fact that i did the explaining of how to work with it in the video so i just wanted to show it in effect.
Thank you for taking your time to make this!
Amazing tutorials matey. Been using max for years but massive gaps in my knowledge, trying to get it all locked in now. thanks. Watching all your vids! :)
Well then you'll be in for a treat as there are quite a bit of them :)
:D wee question, When editing geometry - specifically adding the chamfers/ loops etc, would you usually use the Edit poly modifier just as a non destructive method of creation just in case you mess up the original object and it's difficult to clean up? I know you probably knew exactly what you were doing here for the video so were confident enough to just work on the collapsed model. Or is it all just something that comes with experience? I sort of look at edit poly modifier as a layer if you were working in photoshop for example.
You got it right. Pretty much every time i do something that there is the remote possibility of a screw up i use a new edit poly modifier. Bare in mind though that after a certain amount of modifiers in the stack if you are in a good spot and need to continue to further modify the model it's always a good idea to save on a different save file and collapse the stack. This is in case Max decides to have a brain fart and mess up your stack for no particular reason.
Good man, thank you! Looking forward to getting stuck into more of your vids. Vray is next!! I have been avoiding it lol.
LOVE your tutorials! Thank you so much! Great to see that you're actually mentoring and not just showing off your skills! :)
+bgdbaby Well that was the initial idea. It was either show people how the tools work, or use the tools to make a certain thing. The issue with making a certain thing opposed to showing how everything works is that in the end you end up knowing how to make that certain model, and for everything else you have to piece it together on your own.
So much tips n trick I've learned from your videos, Thank You
Thank you for what you taught me I'm really grateful for that
Thanks a lot Denis for this instructive tutorial. Especially the Set Flow tool, which I wasn't aware of until today :)
Max has that ability that even after using it for years you can find little gems you didn't know existed :)
Yes, all the more when these gems are in the ribbon ! Since we can't get it vertically as floater anymore (since max2014 I think), I tend not to use it much ... takes too much place on the workspace IMO ... but I know, shame on me, plenty of great tools in it :)
If only you would have done it like 7 years back, when i was looking for answers you explained in your tutorials here. anyways great job on the tutorials. still helpful in some tools & tips , best !!
oh my, thank you soooo much, i am learning new things from every video of yours, truly amazing.
Awesome!!! keep doing those tuts, you explain very simple the hard things.
+German Carrasco From my perspective everything is simple if you have someone to break it down to you and explain why things are happening when you do certain other things. Or as an analogy i've heard, if you can't explain what you are doing to a 10 year old then you are probably a fake :)
+Denis Keman i saw many tutorials, but you explain every step very clear and nerver i get lost.
God job and waiting the next one.
Great sir....what a way to explain complex topic ..👍
Super thank you for sharing your gold knowledge. I look forward to next videos like that
I know it might not be much .. but comments like yours are the only reason why i'm reconsidering to start making videos again.
you are great teacher, thank you a lot
12:13 It's not Murphy's Law, I think that Max just doesn't cut through edges. It can only cut across seamless surfaces, so to speak. Your workaround was pretty neat, thanks for that.
42:04 Damn, it let you do it this time? Silly Max...^^
In any case, your tutorials seem to be far more helpful than the video lessons from Digital Tutors (which aren't free).
Instead of boolean, those "tutors" expected me to manually create all the holes in the geometry (using insets and all that), like a freaking fool, ^^
Thanks for taking the time!
I love you dude, you just make me possible spend this semester haha, awesome content and very easy to understand and follow, thanks.
A-ma-zing. Thank you very much. I wish I had saw that years ago.
Subbed!
welcome to the channel :)
Very helpful! Thx a lot!
Hi! you have awesome tutorials for the beginners!
About the problem where you couldn't cut the N gon...in my experience, most of the times like this you have to start cutting from the middle..From edge to vertex, first to one side, then to another.
Thank you. This is the best tutorial.
Thanks for the quality of your explaining. I have a question about snapping I can't seem to snap to the second object even though the first object is snapping.
It's the snapping button which was set to 2d my bad.
Thank you for a valuable lesson
The video seemed a little long for me, but was able to understand at perfection at 2x speed 'cause you have perfect diction (for me, a non english native speaker). it was very helpful, you tackled various important geometry issues. Suscribed!
This has been the best comment ever. I've never thought about listening to my voice on x2 speed and it's amazing :)
Cheers man
I'm watching your whole chanel repertory this way. The downside would be that UA-cam only be counting the real playing time, so if everybody watches your videos at 2x speed YT would count only half of the time (I'm guessing this right here, I don't really know how UA-cam counts the time). Any way, you have shared great content, keep the good job!
As long as you guys are happy and are learning new stuff i don't really care how you are watching the content or how UA-cam counts the time.
VERY good lessons you have!) Thanks)
you're god i cry because i didn't found you early :(
This guy is awesome, thank alot dude.
thank you so much for your effort
Hey Denis. Why you use scale for make edges flatten? You may just click to button "Z" in "edit geometry" slider.
+Богдан Стрелецкий You mean the make planar on Z axis .. same thing, the way i do it is simply because of force of habit :)
Hallo, kann ich wissen WOHER hast du // EDIT POLY MODE // in Main Toolbar ????? bei mir gibt so was nicht!!! ( habe auch max 2016)....ist das ein Plug-In????...danke für die Antwort..... Grüße aus Austria.
+Peter Kredosy From what i remember from my German lessons from back in high school which was ages ago the answer to your question should be in this video
ua-cam.com/video/u3cujc2OMBc/v-deo.html 2:52 is where you want to start watching.
7:30 also enable axis constraints
Nice, Helpful
Best video! thanks...
excellent info
Great tutorial!
simply explanation thank you very much very helpfully.
thx for the amazing tutorial also do u have any tutorial to make workflow faster by using custom shortcuts ? if there is link me pls or if not make one pls
great stuff as usual... thx
+Hildevar Martins Cheers man .. glad you guys like them
Morning , i tried this using 3ds max 18 and the proboolean - intersection does not produce the same result. it just remove the down part, so i get an inverted result
Tyyy
Awesome video !!
i come to UA-cam to give you (Like) and tell you "YOU ARE GENIUS ON MODELING"
+krime ramy Hehe thanks for your Like and the positive review. As for the modeling part, this is the basics that everyone should know if they want to work with modeling.
you are a god
thank you so much!!
Thank you! You is a very cool teacher!
+Micro1001 Dobb I think this is by far the best description, being a good teacher is one thing, but being a cool teacher that's great :)
You is a great teacher!) your lessons really helped me!
Thanks a lot!
cours magistral!
I am a new to 3dsmax. could you please tell me how you see your model in grey polygons with black edges or borders? it that wireframe look?
You add a gray material to it, and set the selection color to black. That will make your model gray but the borders will be black.
@@DenisKeman Thank You Very Much Denis! for your Fast Response.
Impossibly amazing
The best
nice video
tutor like no other!
Subs like no other :)
thx alottt!!! great tutoring , subbed :D
Great vid! Subscribed! :)
+Proceso Flordeliz Welcome to the channel
12:40 Just select polygons, not edges, then use Cut tool.
Denissss! 😁😁
again you are the man
tks
Why does 3ds max creates those extra veracities ? It often happens to me with cut or proboolean
+Marcos It's when Max gets a brainfart and doesn't know how to cope so it simply adds the extra vertex so it can cope with the new shape easier
SUBSCRIBED !!! :)
+Ahmed Nadhmi Thanked !!! :)
+Denis Keman You're welcome your tutorials are so nice
12:20 - it is the eternal bug from the times of 3D Max 04 - and there are a lot of such "eternal" bugs which exist in programm during a long years! But Autodesk does nothing to fix it...
+GeeYOL Ah a fellow old school modeler .. i salute you sir :)
javier bardem is that you? :D
Who is Javier Bardem ?
27:40
Thx for sharing your knowledge! Why is Autodesk not able to avoid those extra vertices when doing ProBoolean? It took till version 2016 to get a quad-chamfer...not very innovative. If Autodesk doesn't take care and introduces some new, more sophisticated features Zbrushs ZModeller will kick their a**.. I'm not surprised that Pixologic invented QMesh functionality and not Autodesk.
+Sven Bardos Well in all honesty Autodesk is doing a great job when it comes to working with geometry, but you need to understand that in it's core Max wasn't really designed to work as a sculpting application where the geometry can be added and removed without any notion of geometry flow. If that is what you are looking for from Autodesk they will tell you to take a look at Mudbox and that Mudbox can do all of that. Now if you ask me i'd tell you to take a look at ZBrush and keep looking there, but that's a personal view.
As for the QMesh and the ZModeler brush that the 4R7 brought, that's an amazing tool but still light years away from being a precision tool. And while we are at ZBursh don't forget the ZRemesher function. I would love to see something like that in Max, but sadly when i end up doing a retopology video in Max it will be a pain :)
+Denis Keman I'm not talking about sculpting. It's no question that Max isn't a sculpting tool and will never be. I'm just talking about the box modelling stuff. In my opinion Autodesk really missed it to give artists better, more comfortable tools. The workflow is the same as 10 years ago (with the same issues). In your video you had trouble to cut through a polygon to connect two vertices. In 2016? Seriously? And I'm pretty sure this flaw will never be fixed. And there are many more like this, as you may know. I hope that Autodesk takes a look on the ideas of Pixologic and get some inspiration for 2017. Also see that ZModeller is in the first iteration. What will be in 5 years? Artists will not accept these low level tools from Autodesk anymore, I think. Just my 2 cents.
+Sven Bardos Well you are right about the fact that the workflow is more or less the same as it was 10 years ago, but then again geometry follows certain rules that transfer on all platforms, but back to the issue at hands, the clunky and buggy workflow. I will not defend that which is obviously flawed in many ways, but then again over the years i've learned to work around the bugs and turn a blind eye to them.
But here's to hoping for better workflow from Autodesk in the future.
+Denis Keman That cut thing annoyed me too so I had to check it... Max2016 here too with all the service packs and right now I cant really test it in other versions. It seems if you extrude a face inside the object, then the cut tool wont really find the vertices on those edges. If you extrude it upwards, then it will work. In this case however, if you connect the first two vertices, then you can use the midpoint of the new edge, the cut tool will find that and you can start the cut from there. After this step, you can use the connect tool or anything else on that new vertex. :) Its annoying, but still faster then the inset.
+András Pál I'm loving the fact that people are actually watching the whole thing and not simply skipping it :) In any case the cutting issue like you said happens on when you get a negative z value or negative extrusion, and usually the solution is to either add a median point and connect it through it, or find a workaround like i did in the video. Kudos to you for your contribution.
you are so cute A:DAS: 12:37 asda s