Great video, I love 3ds Max tools that can be stacked up. One thing I haven't used much and doesn't seem to be covered much is the Parameters and wiring you mentioned in the video. That would be interesting to see more of this in action possible from a basic starting point and on to more advance uses.
thanks for this video and telling about how 3ds max is so cool. I hate the fact that some people think 3ds max is no more good tool or its only for archviz.
those "uneven" faces are even. it is just how max is calculating vertex normals. it takes them by angle between polygons / triangles and adjusts to the bigger one. So even flat faces can get wrong vertex normal directions. Weighted normals is readjusting them with different rules by overriding regular max algorithm and makes them explicit.
I've always been a fan of such largerly non-destructive, procedural workflows, Autodesk should be enhancing such toolsets with every release. I'm very grateful for your videos, please make some paid ones if your time allows, your work should be rewarded.
A true master of the craft! You should totally consider your own Patreon, I'd be eager to learn from you especially in advanced rigging and animation department - I'm throwing money at the screen, yet nothing's happening for the time being.
Thanks again Paul. I wonder if there ever will be an Align Modifier ... I know you can do it with (some of it with) controllers (and there is even an external script that does that) but a modifier - like they did for array and symmetry (ex mirror modifier - which still exists) - I hope there will be.
If only max don't cost like a crazy. I was max user since version 5, when it was in discreet hands and really like it, but when they move to subscription model I just stay with 2012 and then later moved to 2016. Last year, I dropped it for a blender, and I am not going back, it is too expensive.
These are very convenient techniques, but they are not suitable for everyone. When working on game assets with strict restrictions on the number of polygons, you need a super clean topology without N-gons, which allows you to have a geometry that is easily smoothed with the Open subdiv modifier in order to bake normal maps. To be honest, the topology you demonstrate in this video terrifies me XD
Why does it? It renders in Max and UE perfectly. This is not a deforming mesh. Backing works as it should as well if you were in need of it but it isn't in need of it. Note, that every mesh that you have ever made is just triangles. now if you are using Subdivisions then you want quads, but why would I need to subdivide it? It is, as it is, exactly what I was after.
@@paulneale Yes, I know that in the end it will all turn into triangles, I have been working in gamedev for more than 10 years. The geometry needs to be smoothed when preparing a normal maps for assets with a stylized art style, so that all the faces are nice and soft. A high-quality low-poly topology is needed in mobile games, where every polygon counts. Our pipeline looks like this: Base sculpture (at this stage your technique will do) - High poly (Made by hands, based on sculpture. Consists mainly of quads) - low poly model (consists of quads and triangles). We don't use UE, we have our own engine.
We haven't updated to 2024 yet, so I haven't tested the boolean modifier much. But wouldn't a chamfer modifier set to "Smooth Chamfers Only" and check "Smooth to Adjacent" also fix most of the issues, without needing a weighted normals modifier always?
Hello Paul, I'm following since a while and I really love your channel. Nice videos and content, but, please, turn off the viewport High Quality settings, because it updates too frequently and it is pretty uncomfortable to look at, especially when you want to show us subtle changes. (it flickers all time)
@@T5JCS You mentioned the High Quality setting which controls far more. Progressive Skylight is a setting within the high quality. I personally wish it was off by default as well.
@@paulneale Of course, was talking in the case of unreal where things tends to go mid poly instead of low poly nowadays, you can drive a ton of cool things using the curvs of the meshes
I rarely need to but if I do I use lines or other objects to see the dimensions that I want. Procedural objects allow you to type in exactly what you need .
Excellent presentation.thanks a lot.you are in another level
Insane how fast and clean this workflow is.
When Paul posts, he never disappoints!
nice tip on weighted normals, its the magic
Great video, I love 3ds Max tools that can be stacked up. One thing I haven't used much and doesn't seem to be covered much is the Parameters and wiring you mentioned in the video. That would be interesting to see more of this in action possible from a basic starting point and on to more advance uses.
Watch any of my rigging tutorials for wiring. I do it in many of my videos.
Great to see how some rigging knowledge transfers over to modeling tasks like these. Very cool.
thanks for this video and telling about how 3ds max is so cool. I hate the fact that some people think 3ds max is no more good tool or its only for archviz.
those "uneven" faces are even. it is just how max is calculating vertex normals. it takes them by angle between polygons / triangles and adjusts to the bigger one. So even flat faces can get wrong vertex normal directions. Weighted normals is readjusting them with different rules by overriding regular max algorithm and makes them explicit.
It weights them to the larger poly. So yes it over rides the typical averaging of the face normal.
Paul the Great. Thank you🙌🏽🙌🏽🙌🏽
great job as always Paul
This is one of your best videos so far, really good stuff thanks!
Always nice to see you upload, you made some of the best 3dsmax content by far.
Great stuff Paul. Thanks always.
Wow, still learning new useful tips from you almost 20 years since you helped me on some old cgtalk forums!
Some really interesting techniques in here, thanks for sharing.
great video, I did not know that you can do that with Boolean really cool to see, keep it up
Great job!
Amazing tutorial. much appreciated.
You know I was really hoping someone would make an extensive video over this feature really appreciate paul
Always great material from you! I have to admit the viewport looks great :)
And I'm running a 1060!
so goood! so much thanks for this videos!!
I've always been a fan of such largerly non-destructive, procedural workflows, Autodesk should be enhancing such toolsets with every release. I'm very grateful for your videos, please make some paid ones if your time allows, your work should be rewarded.
Nice I was looking for such tutorial you explained it really well this is why I love 3dsmax!
Very Helpful!
Great Master
A true master of the craft!
You should totally consider your own Patreon, I'd be eager to learn from you especially in advanced rigging and animation department - I'm throwing money at the screen, yet nothing's happening for the time being.
wonderful!
Thanks again Paul. I wonder if there ever will be an Align Modifier ... I know you can do it with (some of it with) controllers (and there is even an external script that does that) but a modifier - like they did for array and symmetry (ex mirror modifier - which still exists) - I hope there will be.
Gooooooooooooooooooooooooood
cool
If only max don't cost like a crazy. I was max user since version 5, when it was in discreet hands and really like it, but when they move to subscription model I just stay with 2012 and then later moved to 2016. Last year, I dropped it for a blender, and I am not going back, it is too expensive.
These are very convenient techniques, but they are not suitable for everyone. When working on game assets with strict restrictions on the number of polygons, you need a super clean topology without N-gons, which allows you to have a geometry that is easily smoothed with the Open subdiv modifier in order to bake normal maps. To be honest, the topology you demonstrate in this video terrifies me XD
Why does it? It renders in Max and UE perfectly. This is not a deforming mesh. Backing works as it should as well if you were in need of it but it isn't in need of it.
Note, that every mesh that you have ever made is just triangles. now if you are using Subdivisions then you want quads, but why would I need to subdivide it? It is, as it is, exactly what I was after.
@@paulneale Yes, I know that in the end it will all turn into triangles, I have been working in gamedev for more than 10 years. The geometry needs to be smoothed when preparing a normal maps for assets with a stylized art style, so that all the faces are nice and soft. A high-quality low-poly topology is needed in mobile games, where every polygon counts. Our pipeline looks like this: Base sculpture (at this stage your technique will do) - High poly (Made by hands, based on sculpture. Consists mainly of quads) - low poly model (consists of quads and triangles). We don't use UE, we have our own engine.
could you do a video on your data channels to select wighted chamfer edges
We haven't updated to 2024 yet, so I haven't tested the boolean modifier much. But wouldn't a chamfer modifier set to "Smooth Chamfers Only" and check "Smooth to Adjacent" also fix most of the issues, without needing a weighted normals modifier always?
Possibly, will give it a go. I tend to just go with Weighted normals as a habit.
Hello Paul, I'm following since a while and I really love your channel. Nice videos and content, but, please, turn off the viewport High Quality settings, because it updates too frequently and it is pretty uncomfortable to look at, especially when you want to show us subtle changes. (it flickers all time)
Just turn off the progressive skylight.
I know@@paulneale, I was suggesting you to turn it off in your future recordings, thank you.
Can't wait to see the nest video !
@@T5JCS You mentioned the High Quality setting which controls far more. Progressive Skylight is a setting within the high quality. I personally wish it was off by default as well.
depending on the engine i'm gonna have, i dont bother taking of the chamfers anymore.
Well it also depends on the target. But yes, these days you can throw a lot at an game.
@@paulneale Of course, was talking in the case of unreal where things tends to go mid poly instead of low poly nowadays, you can drive a ton of cool things using the curvs of the meshes
this is great but... how you turn on glowing in the viewport? ))
Active Viewport Settings.
How do you handle precise dimensioning?
I rarely need to but if I do I use lines or other objects to see the dimensions that I want. Procedural objects allow you to type in exactly what you need .
😩 No se que hacer con tanta información.
Love the non-destructive worklflow. More videos! :)