3D QUICK TIPS: Speeding Up Smoothing Groups in 3ds Max

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  • เผยแพร่เมื่อ 27 ต.ค. 2024

ความคิดเห็น • 42

  • @Millenia3D
    @Millenia3D 7 ปีที่แล้ว +2

    Good stuff Alex, I've been primarily using just planar angle face selection + smooth selected but the hard edge stuff does look useful as well!

    • @AlexSenechal
      @AlexSenechal  7 ปีที่แล้ว +1

      Millenia I must try that thanks dude!

  • @westminsterstudios7353
    @westminsterstudios7353 6 ปีที่แล้ว +1

    Thanks for the tips. looking forward to following you on Artstation

  • @OlevmDiPompeia
    @OlevmDiPompeia 2 ปีที่แล้ว +2

    Hi, is this script still working? Can't get acces to the drive. Can anyone share it please?

  • @TheTimeProphet
    @TheTimeProphet 3 ปีที่แล้ว

    I haven't investigated half the graphite tools, and I still use the smoothing group numbers LOL. Will have to look into this. Mind you I mainly use turbosmooth anyway

  • @licka
    @licka ปีที่แล้ว

    Would you mind making the scripts available again? The link doesn't work anymore.

  • @JiggywattArt
    @JiggywattArt 5 หลายเดือนก่อน

    Hi Alex, By any chance if you read this, do you still use this method as of 2024?
    I still use your scifi mistakes video religiously and share it with newer artists. Thanks again!

  • @Cinematographer
    @Cinematographer ปีที่แล้ว

    thank you

  • @vi8799
    @vi8799 ปีที่แล้ว

    Is there a way to optimize SG amount? Hardening edges manually makes a lot of smouthing groups.

  • @jaronjackson6913
    @jaronjackson6913 6 ปีที่แล้ว +1

    Alex Senechal - Nice work. Can you pls explain how you go about achieving your onscreen layering appearance (reflective colors for various assets and different color edges for each one) are you using materials editor or a type of color swab? Also, what rendering engine are you using? Look forward to your work!

  • @metteia2921
    @metteia2921 6 ปีที่แล้ว

    Really liked your tutorial on gumroad, and happy to discover that you have a channel filled with useful info) Thanks for the script, and i really hope to see more cool videos on your channel!
    Oh, btw, how do you get high poly after that (i mean with those accurate bevels)? Is it quadchamfer + turbosmooth?

    • @AlexSenechal
      @AlexSenechal  6 ปีที่แล้ว

      Peace Is a lie nope I just add support looks with regular tools

  • @jjcaratino
    @jjcaratino 3 ปีที่แล้ว

    thanks

  • @ahtiandr
    @ahtiandr 5 ปีที่แล้ว +1

    I always wanted to ask you, did you use quadchamfer+ trubosmooth for this ?

  • @cwidd1929
    @cwidd1929 5 ปีที่แล้ว

    Perhaps I'm mistaken, but although 'hard' and 'smooth' edges does update the smoothing in the viewport, the selected polys aren't actually added to a smoothing group together. Thus, if you smooth the result with a turbosmooth modifier and separate by smoothing groups, the subdivision will not respect the selected smoothing(?)

  • @AIRpursuit
    @AIRpursuit 6 ปีที่แล้ว +1

    does this way of smoothing maintain the edges after you add more detail to the surface? and can you 3d print them?

  • @charlypoidevin4265
    @charlypoidevin4265 6 ปีที่แล้ว +1

    So, when you build this model with the N-Gons and stuff do you rebuild it after in order to get SUBDIV' ?

    • @damicore
      @damicore 5 ปีที่แล้ว

      I have the same doubt.

    • @dudynator1
      @dudynator1 5 ปีที่แล้ว +1

      @@damicore turbosmooth modifier quadify all.

  • @3dgraphicworkz463
    @3dgraphicworkz463 4 ปีที่แล้ว

    So is there a way to transfer the hard edge info from maya into max and have them as smoothing groups?

  • @cwidd1929
    @cwidd1929 6 ปีที่แล้ว +1

    Alex, you've made no attempts to hide this - and I acknowledge that in personal work (etc.), it's probably fine, and faster - but you use *a lot* of ngons. You produced content for Halo (iirc), so I assume that wasn't always appropriate in a production environment. Can you elaborate on this; how you use ngons effectively?

    • @AlexSenechal
      @AlexSenechal  6 ปีที่แล้ว +9

      Ngons

    • @AlexSenechal
      @AlexSenechal  6 ปีที่แล้ว +9

      Are

    • @AlexSenechal
      @AlexSenechal  6 ปีที่แล้ว +9

      Not

    • @AlexSenechal
      @AlexSenechal  6 ปีที่แล้ว +12

      Bad

    • @cwidd1929
      @cwidd1929 6 ปีที่แล้ว +2

      Alex Senechal I feel you, and as someone who has purchased one of your Gumroad tutorials, I completely understand where you are coming from. Tim Bergholz has also made it a point to communicate that ngons are not bad. My question is about how you go about using ngons in a way that doesn't hinder creative decisions that may appear as you continue modeling an asset?

  • @faxco182
    @faxco182 5 ปีที่แล้ว

    Awesome tips! I tried your scripts and I get errors trying to use them... any idea why / How do you install them?

    • @faxco182
      @faxco182 5 ปีที่แล้ว

      ahh "makeHardEdges" a fonction for 3ds max 2016 and above... saddly I have 3ds max 2015 at work.

  • @LORENZOCOLALONGO
    @LORENZOCOLALONGO 7 ปีที่แล้ว

    tHANKS

  • @tobiasdeja
    @tobiasdeja 3 ปีที่แล้ว

    Too bad it works only on EditablePoly not in Edit Poly. :/ Anyway this script is very usefull.

  • @Drone_Rabbit
    @Drone_Rabbit 3 ปีที่แล้ว +1

    ever
    ever
    ever
    ever
    ....
    ever
    ...
    ...ever

  • @Grom84
    @Grom84 6 ปีที่แล้ว

    And they say 3ds max is bad for modeling)

    • @Ootrick3D
      @Ootrick3D 5 ปีที่แล้ว +2

      Who says that? Don't listen to them.