3DS Max Hard Surface Boolean Workflow

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  • เผยแพร่เมื่อ 21 พ.ย. 2024

ความคิดเห็น • 65

  • @hamed_ahmd
    @hamed_ahmd 7 หลายเดือนก่อน +2

    Very Helpful!

  • @alibekrayim
    @alibekrayim 10 หลายเดือนก่อน +2

    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.

  • @CptEnoch
    @CptEnoch 10 หลายเดือนก่อน +8

    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.

    • @paulneale
      @paulneale  10 หลายเดือนก่อน +3

      Watch any of my rigging tutorials for wiring. I do it in many of my videos.

  • @bond1_mjblosser
    @bond1_mjblosser 10 หลายเดือนก่อน +5

    Insane how fast and clean this workflow is.

  • @Capeau
    @Capeau 10 หลายเดือนก่อน +4

    When Paul posts, he never disappoints!

  • @artsayanart
    @artsayanart 10 หลายเดือนก่อน +2

    Great to see how some rigging knowledge transfers over to modeling tasks like these. Very cool.

  • @beecee793
    @beecee793 10 หลายเดือนก่อน +2

    Wow, still learning new useful tips from you almost 20 years since you helped me on some old cgtalk forums!

  • @studio3point3
    @studio3point3 10 หลายเดือนก่อน +3

    Paul the Great. Thank you🙌🏽🙌🏽🙌🏽

  • @pixelsbyprince
    @pixelsbyprince 10 หลายเดือนก่อน +1

    Some really interesting techniques in here, thanks for sharing.

  • @roozbehparsa2084
    @roozbehparsa2084 10 หลายเดือนก่อน +1

    nice tip on weighted normals, its the magic

  • @xyzzzz6984
    @xyzzzz6984 10 หลายเดือนก่อน +1

    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.

  • @renderstudio6161
    @renderstudio6161 4 หลายเดือนก่อน +1

    Excellent presentation.thanks a lot.you are in another level

  • @MrTeclis5685
    @MrTeclis5685 10 หลายเดือนก่อน +1

    This is one of your best videos so far, really good stuff thanks!

  • @F10F11hm
    @F10F11hm 10 หลายเดือนก่อน +1

    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.

  • @anotherdoseofcorey7834
    @anotherdoseofcorey7834 10 หลายเดือนก่อน

    You know I was really hoping someone would make an extensive video over this feature really appreciate paul

  • @matiasfernandez5635
    @matiasfernandez5635 10 หลายเดือนก่อน

    Always nice to see you upload, you made some of the best 3dsmax content by far.

  • @Gin_Gorilla
    @Gin_Gorilla 10 หลายเดือนก่อน +1

    great video, I did not know that you can do that with Boolean really cool to see, keep it up

  • @WaspMedia3D
    @WaspMedia3D 10 หลายเดือนก่อน +2

    Love the non-destructive worklflow. More videos! :)

  • @fadisoueidi4127
    @fadisoueidi4127 10 หลายเดือนก่อน +1

    Amazing tutorial. much appreciated.

  • @giusmontreal
    @giusmontreal 10 หลายเดือนก่อน +1

    Always great material from you! I have to admit the viewport looks great :)

    • @paulneale
      @paulneale  10 หลายเดือนก่อน +2

      And I'm running a 1060!

  • @zohahs5276
    @zohahs5276 8 หลายเดือนก่อน +1

    Nice I was looking for such tutorial you explained it really well this is why I love 3dsmax!

  • @scgstudio
    @scgstudio 6 หลายเดือนก่อน +1

    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.

    • @paulneale
      @paulneale  6 หลายเดือนก่อน

      It weights them to the larger poly. So yes it over rides the typical averaging of the face normal.

  • @Bigalldone
    @Bigalldone 10 หลายเดือนก่อน +1

    Great stuff Paul. Thanks always.

  • @Pavel_Gorbunov
    @Pavel_Gorbunov 5 หลายเดือนก่อน +2

    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

    • @paulneale
      @paulneale  5 หลายเดือนก่อน

      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.

    • @Pavel_Gorbunov
      @Pavel_Gorbunov 4 หลายเดือนก่อน

      @@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.

  • @jasondorris8120
    @jasondorris8120 10 หลายเดือนก่อน +1

    Great job!

  • @larsandreasen4902
    @larsandreasen4902 หลายเดือนก่อน +1

    Very helpful, I really like you take the time to thoroughly explain the whole workflow like this :-) One thing I would love to see is a similar process where instead of using subtract so much, then a workflow of combining (adding) objects together. All the good videos I was able to find focus on subtracting or slicing. I do 3D printing and need a process of being able to for instance add rivets to a surface, then boolean the lot together ending up with a clean printable mesh if that is even possible? Also you use primitives or procedural generated objects, is that a 'rule' of using the boolean modifier? I am trying to get it to work on editable polys that has been collapsed, they are watertight and so I would think they would work but I keep getting very odd results...

    • @paulneale
      @paulneale  หลายเดือนก่อน

      @larsandreasen4902 it is not a rule, any mesh will work. The point of this video is to show what can be done with simple primitives and boolean modifier.
      I will se see what I can come up with using the other methods.

    • @larsandreasen4902
      @larsandreasen4902 หลายเดือนก่อน

      @@paulneale Thanks Paul for the swift reply :-) Its great to know that any mesh should work, that is good news to me! And I think the video here is really awesome, I appreciate you taking the time to share your knowledge like this. It is really interesting to see how you use parametric links too, that approach is a clever way to work and totally new to me, something I will definitely look into working on learning more about!

  • @fabiobarros4879
    @fabiobarros4879 10 หลายเดือนก่อน +1

    Great Master

  • @BlulightStudios
    @BlulightStudios 10 หลายเดือนก่อน +1

    wonderful!

  • @1981danielmn
    @1981danielmn 10 หลายเดือนก่อน

    great job as always Paul

  • @OfirGardy
    @OfirGardy 10 หลายเดือนก่อน +1

    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.

  • @youngsiks5434
    @youngsiks5434 2 หลายเดือนก่อน +1

    Hello, teacher! I was truly impressed by your videos and feel like
    I've gained a new perspective on modeling.
    Thank you so much.
    Are there any paid or free lessons in your videos that cover the process of creating game assets from high-poly to low-poly and baking?

    • @paulneale
      @paulneale  2 หลายเดือนก่อน

      I don't have any public ones at this point. I probably should do some.

    • @youngsiks5434
      @youngsiks5434 2 หลายเดือนก่อน +1

      @@paulneale Oh If you could record a lecture video for game hardsurface modeling, it would truly fulfill all my wishes. :)

    • @paulneale
      @paulneale  2 หลายเดือนก่อน

      @@youngsiks5434 Be specific, what sort of models?

    • @youngsiks5434
      @youngsiks5434 2 หลายเดือนก่อน +1

      @@paulneale
      I would greatly appreciate it if you could create a tutorial on any topic
      but if I had to specify, I am interested in learning how to model firearms or waste containers using the Boolean modifier in a procedural manner.
      Additionally, I would like to learn about techniques for refining low polygon models during the modeling process.

    • @youngsiks5434
      @youngsiks5434 2 หลายเดือนก่อน +1

      @@paulneale
      As a student currently learning 3D modeling, I have noticed that most of the paid hard surface modeling tutorials available in the market utilize the TurboSmooth modifier for their work.
      However, after discovering the OpenSubdiv modifier, I have found it to be more user-friendly for hard surface modeling.
      Unfortunately, I have been unable to find many tutorials that demonstrate its usage, which has made it a bit challenging for me to learn and practice.

  • @Linkitch
    @Linkitch 10 หลายเดือนก่อน +1

    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?

    • @paulneale
      @paulneale  10 หลายเดือนก่อน

      Possibly, will give it a go. I tend to just go with Weighted normals as a habit.

  • @slizgi86
    @slizgi86 10 หลายเดือนก่อน

    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.

  • @stragalet5863
    @stragalet5863 10 หลายเดือนก่อน

    so goood! so much thanks for this videos!!

  • @1981danielmn
    @1981danielmn 10 หลายเดือนก่อน

    could you do a video on your data channels to select wighted chamfer edges

  • @omarleyvaofficial
    @omarleyvaofficial 9 หลายเดือนก่อน +1

    Gooooooooooooooooooooooooood

  • @viktorstrife3716
    @viktorstrife3716 9 หลายเดือนก่อน +1

    this is great but... how you turn on glowing in the viewport? ))

    • @paulneale
      @paulneale  9 หลายเดือนก่อน

      Active Viewport Settings.

  • @Kakuro7
    @Kakuro7 2 หลายเดือนก่อน +1

    Love it !! bye bye sub-d modeling

    • @paulneale
      @paulneale  2 หลายเดือนก่อน +1

      Sub D is still very much a thing and very useful, all depends on what you are making.

  • @T5JCS
    @T5JCS 9 หลายเดือนก่อน +1

    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)

    • @paulneale
      @paulneale  8 หลายเดือนก่อน +1

      Just turn off the progressive skylight.

    • @T5JCS
      @T5JCS 8 หลายเดือนก่อน +1

      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 !

    • @paulneale
      @paulneale  8 หลายเดือนก่อน

      @@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.

  • @dmitrychernov1903
    @dmitrychernov1903 10 หลายเดือนก่อน

    cool

  • @TheNicpersson
    @TheNicpersson 10 หลายเดือนก่อน +1

    How do you handle precise dimensioning?

    • @paulneale
      @paulneale  10 หลายเดือนก่อน

      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 .

  • @uningeniero3343
    @uningeniero3343 5 หลายเดือนก่อน

    😩 No se que hacer con tanta información.