Max Easiest High to Low Poly Workflow

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  • เผยแพร่เมื่อ 25 ธ.ค. 2024

ความคิดเห็น • 35

  • @_walruseater
    @_walruseater 7 หลายเดือนก่อน +4

    that pro-boolean tip right before the 15 min mark is rad as hell. thanks for sharing!

    • @conatcha
      @conatcha 5 หลายเดือนก่อน

      jaw drop, literally!!!

    • @PandaJerk007
      @PandaJerk007 3 หลายเดือนก่อน

      That is a cool trick! thanks for pointing it out

  • @p1aym_vlog
    @p1aym_vlog 11 หลายเดือนก่อน +1

    amazing technique! just what i was looking for. modelling must be fun and easy. thank you, Arrimus!

  • @Tetsuo_
    @Tetsuo_ 11 หลายเดือนก่อน +5

    Your videos are an incredible resource and extremely helpful and appreciated!
    I wanted to make one request / suggestion, would it be possible to use a Key Press utility?
    Being able to see your shortcuts and modifier key presses during your workflow would be killer!
    Thank you for sharing all your hard earned skills!

    • @WaspMedia3D
      @WaspMedia3D 11 หลายเดือนก่อน +3

      I believe a lot of his keybinds are customized, so they wouldn't make sense to viewers. This would be my guess as to why he never does this despite it being requested dozens of times.

    • @Tetsuo_
      @Tetsuo_ 11 หลายเดือนก่อน

      I understand, that’s okay, no pressure just a request / suggestion.
      Although I’ve found that even if they’re custom shortcuts my guess is they will be very logical and useful.
      Either way great workflows happening so no complaints just grateful to have someone this proficient in Max since it’s getting less love than it used to.
      The Plasticity tips are also much appreciated.

    • @fernandocriativo3d74
      @fernandocriativo3d74 8 หลายเดือนก่อน

      ​@@Tetsuo_ I was about to ask the same. Also I'd love to know what are the plugins he uses, because the chanfer, bevel pop up menus are total different from we get from MAX UI.

    • @Tetsuo_
      @Tetsuo_ 8 หลายเดือนก่อน +1

      ​@@fernandocriativo3d74 I'm guessing he disabled the newer but not good and terrible visibility "Caddies" pop up dialogs, and is using the much, much better oldschool legacy dialogs for the pop ups in EditablePoly/EditPoly for chamfer, extrude etc. The setting checkbox is found in: Customize > Preferences > In the "General" tab within the Ui Display section on the right. The checkbox is labeled: "Disable Caddy Controls" .

    • @fernandocriativo3d74
      @fernandocriativo3d74 8 หลายเดือนก่อน +1

      @@Tetsuo_ you are correct! thanks!

  • @mix3r11
    @mix3r11 11 หลายเดือนก่อน +2

    Arrimus u are the King brother. I just bought your tutorial. Im starting improving my skills and workflow.

    • @PandaJerk007
      @PandaJerk007 11 หลายเดือนก่อน

      Glad to hear that! Yeah Arrimus is a good teacher, and that's cool you're improving your skills :)

    • @Cam_Wight
      @Cam_Wight หลายเดือนก่อน

      Hey how’s your progress, would you recommend the course?

  • @picalopricalica
    @picalopricalica 9 หลายเดือนก่อน

    Arent the long triangles that ProOptimizer make(seen at 19:15 on low poly model) problem for rendering engines? I noticed I get them a lot when using this workflow so I am wondering should I manualy fix them?

  • @BharathidasanNatarajan
    @BharathidasanNatarajan 10 หลายเดือนก่อน

    Great workflow. Thank you for sharing. Is there a way to switch both the high poly and lowpoly with some custom attributes like a switch button ?

  • @MrGTAmodsgerman
    @MrGTAmodsgerman 11 หลายเดือนก่อน +7

    I thought you would somehow use Remesher but not Boolean lol

    • @PandaJerk007
      @PandaJerk007 11 หลายเดือนก่อน +1

      Yeah I noticed Boolean would simplify vertices in a interesting way, but usually it was an inconvenience for me. So it's clever how Arrimus used Boolean to help optimize the model on purpose!

  • @AbhishekKumar-kz9ec
    @AbhishekKumar-kz9ec 8 หลายเดือนก่อน

    Is there any video where you explain about short cut key that you use?

  • @cherkunglonk
    @cherkunglonk 5 หลายเดือนก่อน

    How did you make that square a circle at 1:49? I've been dying to learn something like this

    • @Arrimus3D
      @Arrimus3D  5 หลายเดือนก่อน

      Hello. I use this script: www.scriptspot.com/3ds-max/scripts/edge-loop-regularizer-editpoly

    • @cherkunglonk
      @cherkunglonk 5 หลายเดือนก่อน

      @@Arrimus3D tysm, this'll help me a lot, you got yourself a subscriber :)

  • @spiritdesigndonyell9517
    @spiritdesigndonyell9517 10 หลายเดือนก่อน

    heyhey, I need to make a cutout for a LED strip with a spcific size of 13.5mm in a bend Table that I modelled so I tried to use chamfer with that required size along a segment of the shape and then I extrude the selected polygons invards but the with of the groove results not uniform ranging from 16mm to 11mm. any ideas ? I hope you understand what I mean. THank you in advance

  • @vladimirradetzki807
    @vladimirradetzki807 11 หลายเดือนก่อน +1

    Спасибо!

  • @LikeablePuppet
    @LikeablePuppet 11 หลายเดือนก่อน +1

    Hey great stuff! I'm a Maya user, and I'm curious about performing that Pro-boolean subtraction to get rid of all the unnecessary edges in Maya. If anyone knows an equivalent workflow to reduce a mesh as efficiently as this I'd love to know!

    • @peterlin9164
      @peterlin9164 10 หลายเดือนก่อน

      I'm also a Maya user and I want to know that trick too!

  • @Techgamerism
    @Techgamerism 11 หลายเดือนก่อน

    Hey , do you know any tricks to straighten uv strips with tris

  • @kianoushayazi6246
    @kianoushayazi6246 8 หลายเดือนก่อน

    Tank you …top version technically 3dmax poly technique

  • @chrisSandersASX
    @chrisSandersASX 11 หลายเดือนก่อน

    i love your videos

  • @letteralex
    @letteralex 11 หลายเดือนก่อน

    Do you/anyone know what causes the UE to use the smoothing groups even though I've applied a normal map to the meshes material? For example in Arrimus' low poly mesh the side of the attachment mechanism is one group and the top round part is another, high poly its smooth everywhere. Looks all good in say substance painter when i bake it. However whenever i take the same low poly mesh, apply the generated normal from substance the mesh will look smooth, but where the smoothing group changes, it leaves like a little sharp artifact looking corner as if its trying to use both (normal map and smoothing group) at the same time even though i was under the impression that normal map overrides the smoothing groups in the engine. Is there something I'm missing with the workflow?

    • @letteralex
      @letteralex 11 หลายเดือนก่อน

      Adding to this that the exact same low poly mesh with high poly bake looks perfect in Substance

  • @Kiraykell
    @Kiraykell 11 หลายเดือนก่อน

    Nice and usefull!, where i can get Regularize edge loop?

    • @danats3053
      @danats3053 11 หลายเดือนก่อน +2

      rapidTools script

  • @SputniksArmy
    @SputniksArmy 11 หลายเดือนก่อน +1

    I'd stop after cleaning up from the pro-boolean redundant edge removal process. The optimize/pro-optimizer stage is too procedural and won't yield good results -- this is where your manual work should come in, not relying on procedural tools.

  • @UnKn0wn86
    @UnKn0wn86 11 หลายเดือนก่อน +1

    Wow.... this feels like cheating.