Thank you so very much for this video. I found the content to be very helpful. It may not have been perfect as some wanted it to be, but for a person new to 3ds Max it was very helpful and practical. I was baffled how someone would accuse this video to be boring. This is an instructional video with a purpose to aid others to learn. I am at a loss how people only condemn when they are getting free instruction. One could simply find something else to watch. Condemnation does not help anyone improve. If you gave constructive criticism on how to improve that would be of some use, condemnation serves no one.
It was never meant to be perfect, it's simply structured in a manner that you would get it in a classroom. Now i understand that some people like it when it's more flashy and catchy, but when making an educational video like this i try to keep it as contained to the matter at hand as much as possible. Kudos to you for trying to defend it though :)
It could look like defending you, but it is more about reasoning and gratitude. You could have keep your knowledge to yourself. You could have put out a project just to have lots of content and we would not have benefited from the concept you taught in this video. Content is the important part. You gave good content. Stuff that will save me and many others time if because you choose to put out this good concept. That is why I appreciate your video. I have seen some good videos that people pay for but they did not teach what you showed. I am not saying they did a horrible job but you taught a better way of cutting out and bridging objects. I am very new to 3ds max I quickly realized I needed a tool like the "make share" tool. I had no idea 3ds max had it. None of the videos I've watched taught it. So it was taking me longer the way others taught it. So Thank you for that.
i loved the projection shape merge Technique. "I discovered something about ShapeMerge that got it to work after it seemed to work only at random: I was trying to project the outline of an arched window onto a building facade. At first it wouldn't work no matter what. At some point I added an edit poly modifier to the shape to see if that might work better. This of course made the arch window into a polygon. At this point I realized the building facade poly normals were facing the opposite of those of the arch window - the normals were facing each other. For the heck of it I rotated the arched window 180 degrees, so that its normals were facing the same direction as those of the facade. Then I removed the edit poly modifier from the arched window so that it was a shape again. Then I tried ShapeMerge with the window shape - and that worked! "
So, as unclear as it is what direction a shape's polygons will be facing before you convert that shape into a mesh, it appears that ShapeMesh only works if that shape is oriented in such a way that those polys, once created, would be facing the same way as the base mesh.
This little gem explained why I could not get ShapeMerge to happen despite following the video's steps to the letter. I don't really understand how edges can have normals, but I guess they inherit them from the faces that they surrounded before the faces were deleted (?).
.... This made me really laugh out loud as i am working on something in the background that no one is aware about and this is the first time i've even mentioned it anywhere. But just like you said there is content out there that is me talking in a podcast type of way but i'm still keeping the location of it secret for now :D
+Chany4sho The way i try to compose the tutorials is find the small problems and quirks that rise up when you decide to go into general 3D work and from there i simply provide a solution on how to deal with that issue :)
Thank you for the tips very helpful !! I am a 3ds max user since couple of years and this technique is clean and nice the only down side is that it takes time. I prefer the Boolean operations and morphing, I believe it is quicker to get the job done !
In first model with circle pipe's i think that it should get some covering swift loops near the place of bridge operation. It's need because we might to get non deformed shape of both of them. Or simple i think that you might to get for each of pipe different smoothing groups and get on bridge somethink like a chamfer. And after that, it's gonna to be looks more realistick. Further you can make the next operations )) It's a some kind from CAD modeling whith solid shelled models) Thank you for so good video! Best wishes!!))
very helpful and informative tutorial! i love the way you deliver your tutorial its very understandable compare to other tutorial videos. you earned my subs. hope you can still upload more tutorial man! thank you for this!
Good instructional video but I think what people mean when they're saying it's not realistic, is it just doesn't work like this. You'd need to copy and extrude the weld loop BEFORE the turbosmooth, in order to avoid the two shapes morphing into one another, because that's not how they work in real life. That's all. Thanks
Idea here was to make it simple and "passable" for a quick overlook. If i were going after a photorealism i would take the geometry into ZBrush for custom detailing taken from a welding alpha. But i do understand where you are coming from with the steps to take before the turbosmooth
Awesome video, thank you. I'm modeling a bolt and want to attach the 40-side body to the 18 side hex head, a problem similar to attaching the box to the cylinder in your video. Except that I can't figure out how to use your technique on my bolt. Any suggestions?
Double click on the line and you get the loop selection that is connected to that line that you clicked, and you hold down shift to add to the selection.
awesome video!! thank you so much. But take that model to a 2d artist to texture and he will murder you, overlapping and uv etc, welding should be done by texture and shade ( just my taught ) thx, I subbed!
Go in the options for snapping ( right click snapping button ) and there click on the Enable Axis Constraints. That will allow you to snap on individual axis
I won't say you are wrong because you are right. A weld should be thicker due to the melting metal. If you want to see that done in a manner that's more realistic then you might want to check out this video. ua-cam.com/video/9r2U6aT5lxw/v-deo.html Cheers
Hi just a question, in min 5:53 you can select borders from different cilinders, but I can't I don't know why. When I select a border form one cilinder I cant select any other thing from the other one. Can you please help me ?
dikoom In the edit menu tools you have a button that read Attach .. hit that button and select the other model. That will attach both the models into one
Anybody knows, where is the previous video of geometry flows? Can´t understand how he selected the adjacent border after selection the polygon? time 2:14
With the polygon selection done, hold down ctrl and click on the edge button. That way all the edges that are touching your polygon selection will be selected
Now i do agree with you, but 3 years ago when the video was recorded Substance wasn't really much in the main stream so i made it so that it would be easy for someone new to Max to understand.
A new sub from me, but this approach isnt really accurate. Your welds are ending up in the wrong place. Just generating the spline, and moving it to the correct spot and use particles, then mesh those to finalize them would be a better approach I think.
+Biolo2 quite possible, but when recording you tend to overlook small things and try to get it done. And since you managed to pick up the mistakes i'd wager that you have some experience with modeling so you know quite well that when modeling when you make a small mistake it stands out like a sore thumb as you progress with your model and you eventually end up fixing it. But cheers for pointing it out
It's no offence whatsoever, but if you have to put in geometry for welding then you need to do something in line with this kind of geometry. If you ask me personally what is it that i like the best, i would go with a texture and a custom map for spec and normal and a actual welding texture for the albedo. That might be a theme for a future tutorial though :)
I totally agree. This was made almost 3 years ago. Nowadays you can get much better welds by using texture with normals and paint it over the intersecting area with Substance Painter.
Thank you so very much for this video. I found the content to be very helpful. It may not have been perfect as some wanted it to be, but for a person new to 3ds Max it was very helpful and practical.
I was baffled how someone would accuse this video to be boring. This is an instructional video with a purpose to aid others to learn. I am at a loss how people only condemn when they are getting free instruction. One could simply find something else to watch. Condemnation does not help anyone improve. If you gave constructive criticism on how to improve that would be of some use, condemnation serves no one.
It was never meant to be perfect, it's simply structured in a manner that you would get it in a classroom. Now i understand that some people like it when it's more flashy and catchy, but when making an educational video like this i try to keep it as contained to the matter at hand as much as possible.
Kudos to you for trying to defend it though :)
It could look like defending you, but it is more about reasoning and gratitude. You could have keep your knowledge to yourself. You could have put out a project just to have lots of content and we would not have benefited from the concept you taught in this video.
Content is the important part. You gave good content. Stuff that will save me and many others time if because you choose to put out this good concept.
That is why I appreciate your video. I have seen some good videos that people pay for but they did not teach what you showed. I am not saying they did a horrible job but you taught a better way of cutting out and bridging objects.
I am very new to 3ds max I quickly realized I needed a tool like the "make share" tool. I had no idea 3ds max had it. None of the videos I've watched taught it. So it was taking me longer the way others taught it. So Thank you for that.
i loved the projection shape merge Technique.
"I discovered something about ShapeMerge that got it to work after it seemed to work only at random: I was trying to project the outline of an arched window onto a building facade. At first it wouldn't work no matter what. At some point I added an edit poly modifier to the shape to see if that might work better. This of course made the arch window into a polygon. At this point I realized the building facade poly normals were facing the opposite of those of the arch window - the normals were facing each other. For the heck of it I rotated the arched window 180 degrees, so that its normals were facing the same direction as those of the facade. Then I removed the edit poly modifier from the arched window so that it was a shape again. Then I tried ShapeMerge with the window shape - and that worked!
"
So, as unclear as it is what direction a shape's polygons will be facing before you convert that shape into a mesh, it appears that ShapeMesh only works if that shape is oriented in such a way that those polys, once created, would be facing the same way as the base mesh.
This little gem explained why I could not get ShapeMerge to happen despite following the video's steps to the letter. I don't really understand how edges can have normals, but I guess they inherit them from the faces that they surrounded before the faces were deleted (?).
Just want to mention that you don't need to model in the grooves. Technically that would represent a weld defect. Learned some with this tutorial 👍
I would rather listen to your podcasts bro coz your American accent is so smooth and you speak so understandable 😅😂😁
.... This made me really laugh out loud as i am working on something in the background that no one is aware about and this is the first time i've even mentioned it anywhere. But just like you said there is content out there that is me talking in a podcast type of way but i'm still keeping the location of it secret for now :D
It seems your tutorials always points out the small problems that I come across, that means you got yourself a new subscriber. Great work!
+Chany4sho The way i try to compose the tutorials is find the small problems and quirks that rise up when you decide to go into general 3D work and from there i simply provide a solution on how to deal with that issue :)
to do correct vertex align, don´t forget to see if "Enable axis constraints" is checked in options tab. Thanks for the tutorial!
thank you so much, i was struggling with it
Mr. you made my day, I've learn a lot from you, please keep on these beautiful lessons , thank you Sir.
Thank you for the tips very helpful !! I am a 3ds max user since couple of years and this technique is clean and nice the only down side is that it takes time. I prefer the Boolean operations and morphing, I believe it is quicker to get the job done !
Your tutorials are gold. Thank you!
In first model with circle pipe's i think that it should get some covering swift loops near the place of bridge operation. It's need because we might to get non deformed shape of both of them. Or simple i think that you might to get for each of pipe different smoothing groups and get on bridge somethink like a chamfer.
And after that, it's gonna to be looks more realistick. Further you can make the next operations ))
It's a some kind from CAD modeling whith solid shelled models)
Thank you for so good video!
Best wishes!!))
Thank you very much, I learned a lot by watching your tutorials
perfect, I have been looking for this
+martinflashgordon Enjoy the video then :)
nice work Denis, straight to the point
You are the best.
very helpful and informative tutorial!
i love the way you deliver your tutorial its very understandable compare to other tutorial videos.
you earned my subs. hope you can still upload more tutorial man!
thank you for this!
You do deserve my like sir
Wow, I never knew about the CTRL+backspace thing... that would have helped me out of many frustrations.
I think it works with backspace straight on since a few version .. actually "delete" creates headaches while "backspace" saves your sanity ;)
Perfect, thank you, i have learned so much from this!
Elena, what do you use max for? What's your job??
amazing
Awesome tutorial! Thank you.
Thank you so much ! you make my life a lot easier!
Good instructional video but I think what people mean when they're saying it's not realistic, is it just doesn't work like this. You'd need to copy and extrude the weld loop BEFORE the turbosmooth, in order to avoid the two shapes morphing into one another, because that's not how they work in real life. That's all. Thanks
Idea here was to make it simple and "passable" for a quick overlook. If i were going after a photorealism i would take the geometry into ZBrush for custom detailing taken from a welding alpha. But i do understand where you are coming from with the steps to take before the turbosmooth
hey, Denis can u make the tutoreals on 3dsmax tips n tricks or shortcuts too speedup modelling workflow in 3dsmax.
Great tutorial
Great stuff as always
Thanks for the first part of this lesson! It was helpfull fo me))
Great video tutorial! Thanks for uploading it!
thank you, a very educational video
thank you for this amazing tips ❤
Good job man!
Thank you :)
Terimakasi, Anda Cerdas dan Baik.
Thanks! Great tutorial!
Thanks mate! nice one
perfect tutorial! thx.....
Nice videos Denis. Anymore coming soon?
Very soon ...
Awesome video, thank you. I'm modeling a bolt and want to attach the 40-side body to the 18 side hex head, a problem similar to attaching the box to the cylinder in your video. Except that I can't figure out how to use your technique on my bolt. Any suggestions?
nice
how you did this selection 25:39 i only can use ring and loop. Thanks for your videos
Double click on the line and you get the loop selection that is connected to that line that you clicked, and you hold down shift to add to the selection.
Thank you. I love your video. You explain very well
cool
awesome video!! thank you so much. But take that model to a 2d artist to texture and he will murder you, overlapping and uv etc, welding should be done by texture and shade ( just my taught ) thx, I subbed!
thx! very useful!
Hi, first of all thanks for the tutorial! In 7:25 can't do this following your own commands, can you do the same type of alignment with 3ds max 2014?
Go in the options for snapping ( right click snapping button ) and there click on the Enable Axis Constraints. That will allow you to snap on individual axis
Although it's not just that i use 3ds I had completely forgotten about this option! Thanks so much! ;)
a weld would be much thicker than that, that looks more like glue. this guy obviously has never welded before
I won't say you are wrong because you are right. A weld should be thicker due to the melting metal. If you want to see that done in a manner that's more realistic then you might want to check out this video.
ua-cam.com/video/9r2U6aT5lxw/v-deo.html
Cheers
I enjoyed watching how you did this, but also I'm horrified by how the poly-count goes from less than 50 tri's to several hundred.
Thankx for the video.
Awesome! Very Nice! How you do to connect all over the cilinder in 25:08 ? Is very usefull. Thanks a lot
that is by using the swift loop option from the modelling ribbon
thanks
Thank for your asking
What is the tool that you use in adding edge at the timeline 25:08 to 25:17?
thanks!
Great!!!
Great vid. I just didn't get the part where you added manually extra edges to give more sharpness. After 25 min.
That's with swift loop .. you have the option in the modeling ribbon but i have it as a quick access shortcut
Oh. thanks. That clears that up.
@@DenisKeman Hey, thank you for that, I've been looking for that option and how its named for days now. Amazing work on optimizing quad polys.
excelente gracias... =)
Use Autodesk Inventor and it would take less than 30 minutes, forgot to say, the entire chassis.
I just watched another video of a guy making a t-pipe and told them there had to be a better way. But no, you are doing the same as him.
Hi just a question, in min 5:53 you can select borders from different cilinders, but I can't I don't know why. When I select a border form one cilinder I cant select any other thing from the other one. Can you please help me ?
+dikoom Because they are both attached so Max sees them as one model instead of two.
thank you, So how Can I attach them as on model ?
dikoom In the edit menu tools you have a button that read Attach .. hit that button and select the other model. That will attach both the models into one
I'm so confused by shape merge, once i add it, i cannot delete it from my modifier stack is that normal ?
Same here. Only way I can remove it is to Collapse the stack, after which I usually change back from Compound Objects to Standard Primitives.
how to do quick connect (on 25:10)?
swift loop//
Can't connect the bridge i can only select the shape from 1 cylinder, cant select the other cylinder
nvm i didnt attach
Anybody knows, where is the previous video of geometry flows?
Can´t understand how he selected the adjacent border after selection the polygon?
time 2:14
With the polygon selection done, hold down ctrl and click on the edge button. That way all the edges that are touching your polygon selection will be selected
I found it, just need press the shift
How did you put an extra edge in the 25:09 minute?
Used the Swift Loop shortcut i have setup on my keyboard.
can make with blob mesh
Just take that into substance painter ans make the welding with an alpha brush
Now i do agree with you, but 3 years ago when the video was recorded Substance wasn't really much in the main stream so i made it so that it would be easy for someone new to Max to understand.
A new sub from me, but this approach isnt really accurate. Your welds are ending up in the wrong place. Just generating the spline, and moving it to the correct spot and use particles, then mesh those to finalize them would be a better approach I think.
You made a fiew mistakes like 0,5 with chamfer, also your triangle could have been avioded with connecting the sides.
+Biolo2 quite possible, but when recording you tend to overlook small things and try to get it done. And since you managed to pick up the mistakes i'd wager that you have some experience with modeling so you know quite well that when modeling when you make a small mistake it stands out like a sore thumb as you progress with your model and you eventually end up fixing it. But cheers for pointing it out
Well, I forgot to add that this is quite usefull tutorial overal
Biolo2 hehe cheers mate
That looks like mad undercut. Real Welds do not look like that
Try this approach
ua-cam.com/video/9r2U6aT5lxw/v-deo.html
Dude what the fuck did I just see, is this black magic?
No offence, but those welds arent even close to looking realistic!
It's no offence whatsoever, but if you have to put in geometry for welding then you need to do something in line with this kind of geometry. If you ask me personally what is it that i like the best, i would go with a texture and a custom map for spec and normal and a actual welding texture for the albedo. That might be a theme for a future tutorial though :)
I have to agree, but the rest is awesome. I learned a lot from this.
I'm a welder and I have to say this is the most fucking ugliest beads what I ever saw. Really far away from realistic welds.
That welds are horrible.. Nobody should follow yr workflow of making it
I totally agree. This was made almost 3 years ago. Nowadays you can get much better welds by using texture with normals and paint it over the intersecting area with Substance Painter.