Great tutorial. If anyone is interested in taking this a step further, you can add a data channel on top of the stack, use the presents for "Dirt Map" and play with the values depending on the scale of your scene. Create a nice stone texture, duplicate it, and add a color correct map into the diffuse slot of the duplicated material, make it darker or lighter, then pull both materials into a "Blend" Material and use the Data Channel Map as the mask layer. This way you can create a stone texture that gets lighter at the edges you created. Since the Data channel updates automatically when you adjust the size of your duplicate stones, it works great! This also works with a VRay Blend Material. Of course AFTER the Data Channel Modifier I had a UVW Map, but the end result really works!
I saw some random tutorials of yours in the past... Not sure why the reason I didnt check all of them! So good and creative content on all of them. Thanks!
Paul, your tutors are the best tutors! please don't stop your tutors! They explore aspects of the Proceduralismo in the 3dsmax little disclosed, little approached, in a clever and effective way. Thank you very much!
some things like scaling of XForm or painting on objects without selecting them didn't work correctly in 3DsMax 2023 for me but most of what is shown still worked. Thanks!
Everything that was shown in this video works perfectly in 2023. So describe to me what didn't work for you and I can show you your mistakes that can be corrected.
@@paulneale When I tried scaling which is shown in 15:45, the scaling worked as regular scale and didn't "grow" like it is shown in the video. When painting the objects/rocks on top of another I had to select the ones I wanted to paint on, which I think you didn't have to do in this example. But I'm more than happy with what You taught us.
@@ChDSage23 I would have to see what you are doing as that is basic principals of 3DS Max since Max 1. I'm scaling the XForm Gizmo, not the object. As far as object paint you must be painting on the scene NOT a selection like you are.
wow just 2.5 minutes in and im clapping here loudly in my room at night :-), thats quite genius i think - the wire parametrs thingy you did there (2:30). It never occured to me that you can use it also that way :-)
Hey Paul, let's say I were to make a duplicate version but a low poly version of the rocks and cliff; to get to the low poly version wouldn't it be better to lower the iterations in Object Sub Divide as oppose to using the optimize modifier? The idea is so that I bake normal maps from the high poly version onto the low poly for a video game.
Yes that is another way to do it and one that I use all the time. However, it isn't as accurate to the surface as the points are evenly placed and don't follow the peeks and valleys / topology of the high res mesh. Best solution is to use Decimation Master in Z Brush as that will give you a far better result then Optimize will.
Dude, you ROCK!
I wish I could like this video twice.
You just did :)
Great tutorial. If anyone is interested in taking this a step further, you can add a data channel on top of the stack, use the presents for "Dirt Map" and play with the values depending on the scale of your scene. Create a nice stone texture, duplicate it, and add a color correct map into the diffuse slot of the duplicated material, make it darker or lighter, then pull both materials into a "Blend" Material and use the Data Channel Map as the mask layer. This way you can create a stone texture that gets lighter at the edges you created. Since the Data channel updates automatically when you adjust the size of your duplicate stones, it works great! This also works with a VRay Blend Material. Of course AFTER the Data Channel Modifier I had a UVW Map, but the end result really works!
That would be a great use of the Data Channel Modifier.
I saw some random tutorials of yours in the past... Not sure why the reason I didnt check all of them! So good and creative content on all of them. Thanks!
Sir you are doing well. Your tutorial also informative. Thank you to.
such a great idea!
A script for this kind of stuff would be invalueable. I have a script for a much simpler low poly boulder generator, but this is amazing
Just wanted to let you know that this is one of the best tutorials I've stumbled upon. We definitely need more content like this!
Wow that is rock-star level technique thank you for sharing the tutorial!
Paul, your tutors are the best tutors! please don't stop your tutors! They explore aspects of the Proceduralismo in the 3dsmax little disclosed, little approached, in a clever and effective way. Thank you very much!
some things like scaling of XForm or painting on objects without selecting them didn't work correctly in 3DsMax 2023 for me but most of what is shown still worked. Thanks!
Everything that was shown in this video works perfectly in 2023. So describe to me what didn't work for you and I can show you your mistakes that can be corrected.
@@paulneale When I tried scaling which is shown in 15:45, the scaling worked as regular scale and didn't "grow" like it is shown in the video. When painting the objects/rocks on top of another I had to select the ones I wanted to paint on, which I think you didn't have to do in this example. But I'm more than happy with what You taught us.
@@ChDSage23 I would have to see what you are doing as that is basic principals of 3DS Max since Max 1. I'm scaling the XForm Gizmo, not the object.
As far as object paint you must be painting on the scene NOT a selection like you are.
Awsome......thanks for this
Sir 2020 you still inspiring us. Your tutorial is so much informative. Thank you.
Thanks and glad I could help.
There's a very good reason I've been following you for all these years :-) Brilliant thanks Paul
wow just 2.5 minutes in and im clapping here loudly in my room at night :-), thats quite genius i think - the wire parametrs thingy you did there (2:30). It never occured to me that you can use it also that way :-)
amazing resourcefulness. you're my kind of max modeller
As always + ! Thank you Paul!
amazing!!!
sad that I can't double like this video... So good tutorial!
Awesome... Thank´s a lot Paul...
this is amazing
Amazing tutorial thank you
you sir, area genius
you are a genius
What a great tutorial Paul, thank you for sharing. I loved it :)
this is great, man.
This tutorial is fantastic. Thanks, man!
I had no idea you could do procedural wiring >__
Wonderful tutorial.
Thanks
Could you share other amazing techniques with us pls ?
@@momchilbalev6062 Just look at all the other videos I already have.
This is genius. Thanks a lot !
This is so awesome!
Amazing Tutorial. Thank you so much. Also you are a great teacher! God blessss u !!!!
@1:24 shortcut for selection brackets is "J" key.
amazing Thank you very much
thank you very good tutorial
pure gold. thx :)
Hey Paul, let's say I were to make a duplicate version but a low poly version of the rocks and cliff; to get to the low poly version wouldn't it be better to lower the iterations in Object Sub Divide as oppose to using the optimize modifier? The idea is so that I bake normal maps from the high poly version onto the low poly for a video game.
Yes that is another way to do it and one that I use all the time. However, it isn't as accurate to the surface as the points are evenly placed and don't follow the peeks and valleys / topology of the high res mesh. Best solution is to use Decimation Master in Z Brush as that will give you a far better result then Optimize will.
awesome, :)
you the best ! =)
I hate the amount of polygons you're using but it does look awesome
Just retopo and project normals.
Fucking thank you dude :)
FAntastico !
Always entertaining. Thanks Paul. I have a question for you. Can I email you somehow?
Jaysun Spinks it is on my web site
like nº 600 :D.
thanks 4 your time.
You're welcome
@@paulneale May I ask, do you have any tip or advice on how to unwrap this models "easily"
@@BioClone retopo, then unwrap, project normals.
how would you go about doing it with different shapes? eg rectangular like walls or ceilings?
I would try things and see what works.
@@paulneale but this could technically apply to any shape then?
@@jayjaygolden5123 give it a go, let me know what you find.
"j" turns off those stupid selection brackets :-)
And now it is Shift + J in 2020 and above