Booleans in 3dsmax tips & tricks
Фильм және анимация
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You can help me on patreon: / eloiandaluz
On this video we will see some of the new booleans in 3dsmax. ShapeBooleans and MeshBooleans, some tips and tricks and ways to use it together with some new tools like chamfer modifier, osl matcaps, or weigthednormals.
The video to create your own matcaps: • Matcaps in 3DS Max
You can get the final max scene if you are one of my patreons.
Пікірлер: 111
Wow! That weighted normals trick is awesome. I have that issue all the time and never knew how to fix it.
@markguilard
3 жыл бұрын
Me too I have to try it
I didn't know the spline trick at the end, very cool.
@markguilard
3 жыл бұрын
Really cool
Nice tutorial. I remember the Booleans of a few years ago ..... terrible memories!!!
@digimaks
4 ай бұрын
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.
"Weighted normals", un botón mágico!!! No lo conocía, está buenísimo
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.
One of the best 3dsmax tutorials I've ever seen, really helpful, thanks.
wow! weighted nomals fixed everything! Thank you for the tur !
Absolutely fantastic! Thanks Eloi!
Cómo siempre...genial....super claro y al grano. Y felicidades por ese "pequeño" patrocinador... jajaja. Ya era hora!!!. Un saludo
ive been using 3ds max for years and i only found out of these features with your help! thanks!
One of your best videos, thanks a ton!
This was immensely helpful. respect
Brutal. Increible
Always Exelent Eloi, Thanks!!!
That was an incredible video man - Thanks.
I learned sooooo much from this!
thank you! this was really helpful!
We need a redo for 2024 modifier of this awesome tutorial !
Very helpful 🙌🏼
Wow. A lot of great info here. Booleans are in need of a reconsideration.
excellent tutorial!
Thanks a lot! Its really helpful.
Genial tutorial!!! me has dejado :O con cada paso que ibas dando. Gracias!!
Nice to see max getting improved on all sides.
@digimaks
4 ай бұрын
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.
Awesome tutorial, thank you. Gacias!
Thanks Eloi
Excelente! el truco de las normales es genial.!
Thankyou man for this
Very useful, thankyou so much !
Thank you 🙏
Very useful! learned a lot :-) thanks!
Genius creator
Muy bueno!!! Gracias!
So good
wow very cool, thanks so much
I think im in love !
Very nice. obrigado.
good one!!
You're truly genius
aspiring !
Шикарный урок!
I've always hated booleans in 3ds max.... until now. Seems much much much better to work with
great
this is great.
Nice 👍
I want your skills. Awesome
You just got a new Patreon supporter. :)
mind blown
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?
@andvfx
3 жыл бұрын
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.
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" 😋😜🤫🤐
@andvfx
3 жыл бұрын
Maybe you will have even another surprise. XD
Love ya
Hello dear friend, it was very good
I have a question do you have tutorials with 3ds max for purchase or subscription like patrons..this is really good informative video
@ 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
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
Really useful modifier. But what do you do what all the ngons?
@andvfx
3 жыл бұрын
321Green1Fork123 check my video about retopology tool
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!
@zheenahaydari5145
6 ай бұрын
sameeeeeeee.. have you fixed it?
@orphydiancg7759
6 ай бұрын
nope, they now have the boolean as a modifier so they will forget about this probbably@@zheenahaydari5145
please give the elaberation of material editor
What happens for retopo and makeing all quads?🤔
@teslacine
3 жыл бұрын
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).
Enjoy Retopoing the model! :D
@andvfx
3 жыл бұрын
Danyal Tareen Or join the beta, and do it automatically. XD
@isa_nagiyev
3 жыл бұрын
@@andvfx when will Autodesk release that 3ds max version?
@TheDeathoxide95
3 жыл бұрын
@@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
i have thougt that i know more about 3ds max, but you showed me that i dont know anything
love the accent
This is amazing, but with all this booleans how would be the best way to create a low poly version of this asset to use it in games?
@andvfx
3 жыл бұрын
Check my video about "retopology" with this new tool in max 2021.3 its fast an automatic!
@shiningworld171
3 жыл бұрын
@@andvfx isn't it bad to do it automatically when you're a junior? many job offers ask for good skills for retopology so I don't know if they will accept a tool. Anyway I will take a look to learn more!
@andvfx
3 жыл бұрын
@@shiningworld171 Until now retopology was manual just because there was not a good automatic tool to create a retopology. Technology advance, and if something its faster, why not just use it? With retopology you will not get a 100% ready game topology, but will bring you to the 95%. Then you can use the existing manual retopology tools to finish your retopo, but will be way less work than doing it from scratch in most cases.
@shiningworld171
3 жыл бұрын
@@andvfx amazing, I was using topogun but I will start trying the automatic tools too!
but how about fixing the ngons?
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.
@andvfx
3 жыл бұрын
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.
@chadvoller
3 жыл бұрын
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".
@andvfx
3 жыл бұрын
@@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.
@chadvoller
3 жыл бұрын
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.
@andvfx
3 жыл бұрын
@@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.
Eres el Puto amo. XD
This is one of my favourite MCGs, it updates the "Section Modifier" in Max, a nice addition to the presented "Select Spline Modifier" workflow: kzread.info/dash/bejne/p21mrq1qp9epkrQ.html
"You can do whatever you want" Giovanni Giorgio
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
3 жыл бұрын
No, weighted normals... es muy bueno! Que problemas tienes con max 2021? a mi me va como una seda.
@RTstudioArchviz
3 жыл бұрын
@@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
@RTstudioArchviz
3 жыл бұрын
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
3 жыл бұрын
@@RTstudioArchviz el mensaje dels cene converter puedes decir que no te salga automaticamente si quieres.
@RTstudioArchviz
3 жыл бұрын
@@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
and we got Maya still using booleans of 90s
:)
This is totally free
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!?
@andvfx
4 ай бұрын
These booleans where introduced 5 years ago. XD. Actually the boolean modifier is even better.