As people said, this is not only knowledge and experience, but also a clever utilisation of numerous tools and quick workflow, thank you. - I was having exactly the same problems, no matter how neat and tidy demo conform results looked, I wasn't been able to repeat it in my workflow. I used to make a copy of objects for wrapping to with conform, and mold these proxy copies together with free edition tyflow's tyboolean/union and tyweld with higher threshold, and then use conform. This with geospjere look way more editable.
@@paulneale Gotcha. Just wondered if converting the circle to a spline or adding an Edit Spline on it but before the others would be of any use. Keeping it a circle keeps it simpler of course which is part of the beauty of these procedural tips you do. I like these because they highlight one of the strengths of Max. At least in comparison to Maya.
@@EbolaStew Add and Edit Spline or collapse the circle if you want to be able to shape the path more. I have had to do that in several places. I have also had to edit the Geospheres just so they fit a touch better in the more complex areas.
I always thought game design is quick and dirty, is this really how things are done ? Do studios really allow you to play with these kinds of details ? I came from archviz and I don't have experience with game assets.
As people said, this is not only knowledge and experience, but also a clever utilisation of numerous tools and quick workflow, thank you.
- I was having exactly the same problems, no matter how neat and tidy demo conform results looked, I wasn't been able to repeat it in my workflow. I used to make a copy of objects for wrapping to with conform, and mold these proxy copies together with free edition tyflow's tyboolean/union and tyweld with higher threshold, and then use conform. This with geospjere look way more editable.
Thanks
Thanks for this gem! Rare to see 3ds Max educational content of this proficiency. A true mastery of modifiers!
Coming from Maya and VFX, I need to learn Max, has heaps of super useful features. Your videos are awesome, very concise.
Perfect ^^
So neat, very grateful for all your tutorials for the community.
Your videos are a treat and very helpful, thank you Paul.
Super useful and great usage of proceduralism in Max! Dang you never cease to amaze! Thanks for the video Paul!
Awesome workflow tips. You're the best!
Phänomenal!
Excellent explanation as usual, thank you!
We need to extract his Max's gene and inject it into all 3ds max users
another crucial craetive trick by Paul
Genius.
Nice workflow (as usual)!
Super cool!
Cool as hell.
Very clever
Nice video
Fantastic tutorial, thank you!
This is clever.....Thanks a lot for sharing with us !
awesome!
smart
Very cool to see your steps!
nice one bro
Nice tip. Could you also add an Edit Spline on top of the circle to tweak the shape a bit?
Not above the sweep. Edit poly would work.
@@paulneale Gotcha. Just wondered if converting the circle to a spline or adding an Edit Spline on it but before the others would be of any use.
Keeping it a circle keeps it simpler of course which is part of the beauty of these procedural tips you do. I like these because they highlight one of the strengths of Max. At least in comparison to Maya.
@@EbolaStew Add and Edit Spline or collapse the circle if you want to be able to shape the path more. I have had to do that in several places. I have also had to edit the Geospheres just so they fit a touch better in the more complex areas.
I always thought game design is quick and dirty, is this really how things are done ? Do studios really allow you to play with these kinds of details ? I came from archviz and I don't have experience with game assets.
Depends on the game. This might end up as normal maps for instance.