Totally! 3DS max was completely missing out on Boolean modeling- which is a standart thing for Solidworks. This made 3DS Max useless for making prototypes for manufacturing. Why they never bothered fixing it till now?
Great video, they have improved Booleans sooooo much. Mind-blowing that Autodesk isn't shouting and showing off how fantastic it is. I bet many 3DS users have no clue about the extent of the improvements they have made.
They should of done that 10 years ago. Their boolean was piece of garbage. 1-2 operations, and it simply created hollow holes and orphaned vertices, trash edges, etc etc etc.
Hola Eloi, llevo trabajando 6 años como artista 3D para videojuegos. Este es el tutorial que mas me a ayudado jamas. Este herramienta "oculta" cambia totalmente el paradigma del hard surface en 3ds max. Muchas gracias y un saludo
Great video. Subbed! One question though... Topology. After you have done all this with the booleans, can you run the Remesher and sort the topology or does it need to be done manually?
@ Eloi Andaluz Fulla pls check the beta forums. I asked some questions about this workflows in the context of the current working features of the new modifier
Rayos, el modificador Weighted Normals solo existe en Max2021, aunque hay maneras de hacerlo con edit poly, cuando hay geometria complicada como esta, dudo que resulte buena idea, mmmmm y es que me quede en 2020 por que me dio muchos problemas 2021, crees que el modificador existente de Edit Normals funcione igual que este? Saludos desde Mexico
@@andvfx la verdad ya ni me acuerdo mucho, creo que fueron los updates los que me fastidiaron mucho, sobre todo usando herramientas de edit poly por fortuna no lo he desinstalado, probare denuevo mas adelante
ya me acorde, tambien unwrapp se reseteaba todo el tiempo y el mensaje del scene converter aparecia sin cesar y era muy molesto pero a la vez necesario
@@andvfx en efecto, pero es necesario para las galerias predeterminadas de Forestpack y Railclone por ejemplo, en fin, ni modo, son detalles que ojala modifiquen
Is there a way to extract, or extract as an instance like in ProBoolean? I can only figure out to remove from the boolean and then I lose that object forever.
Eloi Andaluz Fullà Right, but say you merged in that boolean, or the scene was cleaned up and those hidden objects were deleted, or it was given to you by a freelancer that did a "save selected".
@@chadvoller Right, in this case (not the best), you can copy your boolean, hide all objects on the list except the object you want to extract, and convert to editpoly.
Eloi Andaluz Fullà That works for the mesh, but not for the pivot locations. For instance, I extracted the meshes that made holes for a manifold so I could quickly align bolts. I went to do that with the new boolean result that someone made for me, and found I had to do workarounds. I'll add a feature request for this, I seem to need it more than I should. The new boolean does give less errors than ProBoolean though, which is nice.
@@chadvoller Yes, this will be great. Overall booleans is faster more stable/reliable than procutter but has his limitations as well, one fore me is the not QT UI, the extract operators another one.
This is one of my favourite MCGs, it updates the "Section Modifier" in Max, a nice addition to the presented "Select Spline Modifier" workflow: th-cam.com/video/u92LK1wtCbQ/w-d-xo.html
3DS Max had the WORST boolean tools since Version 3 they never bothered fixing it! What version are you using? Why weren't those tools not introduced 5-10 years ago!?
Wow! That weighted normals trick is awesome. I have that issue all the time and never knew how to fix it.
Me too I have to try it
Nice tutorial. I remember the Booleans of a few years ago ..... terrible memories!!!
Totally! 3DS max was completely missing out on Boolean modeling- which is a standart thing for Solidworks. This made 3DS Max useless for making prototypes for manufacturing. Why they never bothered fixing it till now?
Great video, they have improved Booleans sooooo much. Mind-blowing that Autodesk isn't shouting and showing off how fantastic it is. I bet many 3DS users have no clue about the extent of the improvements they have made.
I didn't know the spline trick at the end, very cool.
Really cool
I've seen a lot of Max tutorials on here, and this is probably one of the most efficient and informative. Thank you! I learned a lot.
"Weighted normals", un botón mágico!!! No lo conocía, está buenísimo
One of the best 3dsmax tutorials I've ever seen, really helpful, thanks.
wow! weighted nomals fixed everything! Thank you for the tur !
ive been using 3ds max for years and i only found out of these features with your help! thanks!
Nice to see max getting improved on all sides.
They should of done that 10 years ago. Their boolean was piece of garbage. 1-2 operations, and it simply created hollow holes and orphaned vertices, trash edges, etc etc etc.
Cómo siempre...genial....super claro y al grano.
Y felicidades por ese "pequeño" patrocinador... jajaja.
Ya era hora!!!. Un saludo
I learned sooooo much from this!
One of your best videos, thanks a ton!
Wow. A lot of great info here. Booleans are in need of a reconsideration.
I've always hated booleans in 3ds max.... until now. Seems much much much better to work with
Absolutely fantastic! Thanks Eloi!
Brutal. Increible
This was immensely helpful. respect
We need a redo for 2024 modifier of this awesome tutorial !
Thanks Eloi
excellent tutorial!
So good
Again very useful tutorial. I bet that in the next week, you will make a nice video called "What's new in 3ds max 2021.2" 😋😜🤫🤐
Maybe you will have even another surprise. XD
Hola Eloi, llevo trabajando 6 años como artista 3D para videojuegos. Este es el tutorial que mas me a ayudado jamas. Este herramienta "oculta" cambia totalmente el paradigma del hard surface en 3ds max. Muchas gracias y un saludo
That was an incredible video man - Thanks.
I have a question do you have tutorials with 3ds max for purchase or subscription like patrons..this is really good informative video
You're truly genius
Excelente! el truco de las normales es genial.!
Thanks a lot! Its really helpful.
Awesome tutorial, thank you. Gacias!
Always Exelent Eloi, Thanks!!!
Genius creator
Great video. Subbed! One question though... Topology. After you have done all this with the booleans, can you run the Remesher and sort the topology or does it need to be done manually?
Have you seen my last video about the new retopology tool in 3ds max? I will not use anything else, its a 1 click solution.
thank you! this was really helpful!
Thankyou man for this
Very helpful 🙌🏼
wow very cool, thanks so much
Шикарный урок!
Very nice. obrigado.
Genial tutorial!!! me has dejado :O con cada paso que ibas dando. Gracias!!
You just got a new Patreon supporter. :)
Very useful, thankyou so much !
Really useful modifier. But what do you do what all the ngons?
321Green1Fork123 check my video about retopology tool
Hello dear friend, it was very good
@ Eloi Andaluz Fulla pls check the beta forums. I asked some questions about this workflows in the context of the current working features of the new modifier
Around 10:15 onwards, when I add a Spline Select or Edit Spline the Boolean geometry disappears and I get only the seams splines in the viewport!
sameeeeeeee.. have you fixed it?
nope, they now have the boolean as a modifier so they will forget about this probbably@@zheenahaydari5145
I want your skills. Awesome
Thank you 🙏
good one!!
Very useful! learned a lot :-) thanks!
aspiring !
I think im in love !
Muy bueno!!! Gracias!
Nice 👍
mind blown
this is great.
great
i have thougt that i know more about 3ds max, but you showed me that i dont know anything
please give the elaberation of material editor
"You can do whatever you want" Giovanni Giorgio
Love ya
Rayos, el modificador Weighted Normals solo existe en Max2021, aunque hay maneras de hacerlo con edit poly, cuando hay geometria complicada como esta, dudo que resulte buena idea, mmmmm y es que me quede en 2020 por que me dio muchos problemas 2021, crees que el modificador existente de Edit Normals funcione igual que este? Saludos desde Mexico
No, weighted normals... es muy bueno! Que problemas tienes con max 2021? a mi me va como una seda.
@@andvfx la verdad ya ni me acuerdo mucho, creo que fueron los updates los que me fastidiaron mucho, sobre todo usando herramientas de edit poly por fortuna no lo he desinstalado, probare denuevo mas adelante
ya me acorde, tambien unwrapp se reseteaba todo el tiempo y el mensaje del scene converter aparecia sin cesar y era muy molesto pero a la vez necesario
@@RTstudioArchviz el mensaje dels cene converter puedes decir que no te salga automaticamente si quieres.
@@andvfx en efecto, pero es necesario para las galerias predeterminadas de Forestpack y Railclone por ejemplo, en fin, ni modo, son detalles que ojala modifiquen
Enjoy Retopoing the model! :D
Danyal Tareen Or join the beta, and do it automatically. XD
@@andvfx when will Autodesk release that 3ds max version?
@@andvfx the retopo of the new max is not mature it's good but not as good as the quad remesher but I like where you were going with this
and we got Maya still using booleans of 90s
love the accent
but how about fixing the ngons?
What happens for retopo and makeing all quads?🤔
Exoside QuadRemesher or just try to join the new 3ds max beta versions, and do it automatically... (as even Eloi said yesterday in the comments).
Is there a way to extract, or extract as an instance like in ProBoolean? I can only figure out to remove from the boolean and then I lose that object forever.
Chad Voller In boolean the object is just referenced, what it does is just hide the original object from your scene, but you can just unhide it.
Eloi Andaluz Fullà Right, but say you merged in that boolean, or the scene was cleaned up and those hidden objects were deleted, or it was given to you by a freelancer that did a "save selected".
@@chadvoller Right, in this case (not the best), you can copy your boolean, hide all objects on the list except the object you want to extract, and convert to editpoly.
Eloi Andaluz Fullà That works for the mesh, but not for the pivot locations. For instance, I extracted the meshes that made holes for a manifold so I could quickly align bolts. I went to do that with the new boolean result that someone made for me, and found I had to do workarounds. I'll add a feature request for this, I seem to need it more than I should.
The new boolean does give less errors than ProBoolean though, which is nice.
@@chadvoller Yes, this will be great. Overall booleans is faster more stable/reliable than procutter but has his limitations as well, one fore me is the not QT UI, the extract operators another one.
This is one of my favourite MCGs, it updates the "Section Modifier" in Max, a nice addition to the presented "Select Spline Modifier" workflow: th-cam.com/video/u92LK1wtCbQ/w-d-xo.html
This is totally free
Eres el Puto amo. XD
:)
Como q me dan ganas de q me hables en español jajaja
3DS Max had the WORST boolean tools since Version 3 they never bothered fixing it!
What version are you using?
Why weren't those tools not introduced 5-10 years ago!?
These booleans where introduced 5 years ago. XD. Actually the boolean modifier is even better.