Great tutorial again. Tip for viewers: Make sure "preserve UVs" is checked in edit poly modifier when remodeling the piece based on the texture. It was done here but not mentioned. :)
Great tutorial as always! So many people complain about Max lacking features but I think everything is there, you just need to know where to look and how to use the tools! That's why your videos are very appreciated!
Yup, this is what I've been doing all the time. I usually go to Zbrush to Dynamesh a base mesh, export it to Max, then literally start drawing over it with Freeform tools. Edge loop regularizer for easy mode circles, conform/move conform to adjust vertices. I think the last 2 years every single character model I've created used this method.
8:04 Are there any plug-ins or a faster automated method to basically unwrap/unfold a texture mapped object based on its (CUT) SEAMS to have the flattened end result keeping the flattened texture intact as in this example?
Great! But ... I use projection, cut vertices along the seams, use loop tools to relax the edge flow, sometimes retopologize with selectrd edge, so it keeps the loop.. when i am lazy to cleanup to all quads ofcz . Then do all those extrudes and all..
Hi thanks for sharing! there is a stich plugin that you can paint the stich mesh on the mesh. how ever you can easily use a spline and a path deform modifier also.
Superb 😊 Great tut and understandable - the only thing i didn't understand was the uv channel moving. How can the infirmation with 2 shells in channel 1 be "morphed" to one new uv shell in channel2 without stitching them? The texture is the same, but the texel position has drastically changed. Can you pls explain that? Thank you🤩
so, we need 2 uv informations, 1 for UvToMesh and 1 for Projection of shoe. I moved Projection from shoe UV to map channel 2, and then I made a new unwrap for UvToMesh in channel 1 That way when we fire up UvToMesh, he's gonna create an object with morpher that morphs into a whole complete island from map channel 1, but because of mapchannel 2, textures will be correctly displayed Texel part: if you're talking about the part after I hit uvtomesh, where when using morpher, the size of the uv island gets much smaller, that's a uvtomesh thing, and I haven't corrected it in the video, but I've explained how to correct the uv object size after morphing here: th-cam.com/video/14lcDryRB80/w-d-xo.html at 5:06min Just a tip, in the video, after I correct my UV island object scale, I forgot to show that you need to toss a Reset XForm to it to preserve the new scale Hope all is clearer now and that I understand your issue
hmm, looks like a way to make a polygonal model using 3d-scanned item as a reference. is there any way to use splines instead of polygons using similar technic?
Hello there. I attempted this with a simple sofa seat model I had. I created the small plane, selected 'draw on surface', selected my piece to 'draw' on (in my case, the back rest), and followed your lead with the offset (0.05). However, the vertices of my plane refused to snap to the surface of the back rest. I repeated the steps to no avail. Using Max 2024. Thanks!
Might be a silly troubleshoot but If they are not snapping to anything on the object, double check if you picked the object in draw on surface so that object name is visible there., other than that check if normals are inverted on the sofa (but in that case verts should be snapping to inside) Or just simply try creating a sphere and try to Pick sphere object and try to snap your plane to sphere. Let me know what does or doesn’t work
@@RenderRam Hello there again. I tried again, but had the same result. I followed your steps: * I created a plane, saved it as an editable poly. * I selected surface, object name, and offset by 0.200. The vertices of the plane just would not stick to the surface of the object I selected.
@@keithyakouboff8755 I think I know what your issue is with this. (BTW, this is my first time playing around with this awesome feature, so I might be wrong.) Once you decide you want to move the vertices of your plane to the selected surface, you don't need to go into vertex sub-object mode. You just need to click on the Extend button in the PolyDraw menu and use Ctrl+Shift+Alt+Mouse click (or rather drag) to move vertices over the surface. Just hover the Extend button and take a look at all the shortcuts that can be used (the one to move the vertex is the last one and I missed it the first few times). A small tip - if you want to move edges, polygons, loops, etc. you need to use the Drag option (all the way to the left in the ribbon).
@@tsukirida Wow, thanks. I'll take note of this for my next attempt (I run my tutes in cycles, and today it's going to be a focus on Arnold and V-Ray tutes, but I will get to my Max work again soon). 'Preciate it man!
Wow great tutorial.❤ Liked a lot of vids and subscibed in your channel.. Can you also create video about 3ds max plugin that can create patterns like tissue addon in blender can do. How i wished max can do some same stuff blender can using such addon ❤
Just a quick note... geometry used in the video is not "complex", but method can be used to model complex stuff on curved surfaces.
Great tutorial again. Tip for viewers: Make sure "preserve UVs" is checked in edit poly modifier when remodeling the piece based on the texture. It was done here but not mentioned. :)
Great tutorial as always! So many people complain about Max lacking features but I think everything is there, you just need to know where to look and how to use the tools! That's why your videos are very appreciated!
Yup, this is what I've been doing all the time. I usually go to Zbrush to Dynamesh a base mesh, export it to Max, then literally start drawing over it with Freeform tools. Edge loop regularizer for easy mode circles, conform/move conform to adjust vertices. I think the last 2 years every single character model I've created used this method.
8:04
Are there any plug-ins or a faster automated method to basically unwrap/unfold a texture mapped object based on its (CUT) SEAMS to have the flattened end result keeping the flattened texture intact as in this example?
Amazing! 😎how do you scan 3d objects? Thank you in advance for your reply.
Smart, quick and accurate, I like it!
Thanks... but maybe cut the background music/noise down? 50%?
Great! But ... I use projection, cut vertices along the seams, use loop tools to relax the edge flow, sometimes retopologize with selectrd edge, so it keeps the loop.. when i am lazy to cleanup to all quads ofcz . Then do all those extrudes and all..
Hi thanks for sharing!
there is a stich plugin that you can paint the stich mesh on the mesh. how ever you can easily use a spline and a path deform modifier also.
awesomme technique sr, thank u pls do more tutoreal like this 🤘🏾🤘🏾🤘🏾🤘🏾🤘🏾🤘🏾
I see similar video on Arrimus 3d channel as well so nothing new to learn. But i liked your way of teaching as well.
Always you do great 👍
Excellent.👏👏
Awersome!
Superb 😊 Great tut and understandable - the only thing i didn't understand was the uv channel moving. How can the infirmation with 2 shells in channel 1 be "morphed" to one new uv shell in channel2 without stitching them? The texture is the same, but the texel position has drastically changed. Can you pls explain that? Thank you🤩
so, we need 2 uv informations, 1 for UvToMesh and 1 for Projection of shoe.
I moved Projection from shoe UV to map channel 2, and then I made a new unwrap for UvToMesh in channel 1
That way when we fire up UvToMesh, he's gonna create an object with morpher that morphs into a whole complete island from map channel 1, but because of mapchannel 2, textures will be correctly displayed
Texel part: if you're talking about the part after I hit uvtomesh, where when using morpher, the size of the uv island gets much smaller, that's a uvtomesh thing, and I haven't corrected it in the video, but I've explained how to correct the uv object size after morphing here: th-cam.com/video/14lcDryRB80/w-d-xo.html at 5:06min
Just a tip, in the video, after I correct my UV island object scale, I forgot to show that you need to toss a Reset XForm to it to preserve the new scale
Hope all is clearer now and that I understand your issue
@@RenderRam Thx a lot for your explanation! I tried your workflow a few minutes ago, things are clearer now!
hmm, looks like a way to make a polygonal model using 3d-scanned item as a reference.
is there any way to use splines instead of polygons using similar technic?
I haven't tried it to be honest, will give it a go and let you know if I learned something new
thanks for these video...
Hello there. I attempted this with a simple sofa seat model I had. I created the small plane, selected 'draw on surface', selected my piece to 'draw' on (in my case, the back rest), and followed your lead with the offset (0.05). However, the vertices of my plane refused to snap to the surface of the back rest. I repeated the steps to no avail. Using Max 2024.
Thanks!
Might be a silly troubleshoot but If they are not snapping to anything on the object, double check if you picked the object in draw on surface so that object name is visible there., other than that check if normals are inverted on the sofa (but in that case verts should be snapping to inside)
Or just simply try creating a sphere and try to Pick sphere object and try to snap your plane to sphere.
Let me know what does or doesn’t work
@@RenderRam Okay... thank you. I'm in a tutorial "cycle", and will get back to this one in a bit. I'll try this then. Appreciate it.
@@RenderRam Hello there again. I tried again, but had the same result. I followed your steps:
* I created a plane, saved it as an editable poly.
* I selected surface, object name, and offset by 0.200.
The vertices of the plane just would not stick to the surface of the object I selected.
@@keithyakouboff8755 I think I know what your issue is with this. (BTW, this is my first time playing around with this awesome feature, so I might be wrong.)
Once you decide you want to move the vertices of your plane to the selected surface, you don't need to go into vertex sub-object mode. You just need to click on the Extend button in the PolyDraw menu and use Ctrl+Shift+Alt+Mouse click (or rather drag) to move vertices over the surface.
Just hover the Extend button and take a look at all the shortcuts that can be used (the one to move the vertex is the last one and I missed it the first few times).
A small tip - if you want to move edges, polygons, loops, etc. you need to use the Drag option (all the way to the left in the ribbon).
@@tsukirida Wow, thanks. I'll take note of this for my next attempt (I run my tutes in cycles, and today it's going to be a focus on Arnold and V-Ray tutes, but I will get to my Max work again soon). 'Preciate it man!
thaks!
Hi Vjeko, You have nice standing lamp in the corner - what's it?
No idea, it’s a 3d model, whole room is 3d :D
@@RenderRam It's quite realistic :D
Super techique for complicated objects. For shoes I would rather use 3d capture than poly modeling.
Wow great tutorial.❤ Liked a lot of vids and subscibed in your channel.. Can you also create video about 3ds max plugin that can create patterns like tissue addon in blender can do. How i wished max can do some same stuff blender can using such addon ❤
👍👍