Max Easiest High to Low Poly Workflow
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- Опубликовано: 7 сен 2024
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that pro-boolean tip right before the 15 min mark is rad as hell. thanks for sharing!
jaw drop, literally!!!
That is a cool trick! thanks for pointing it out
amazing technique! just what i was looking for. modelling must be fun and easy. thank you, Arrimus!
Your videos are an incredible resource and extremely helpful and appreciated!
I wanted to make one request / suggestion, would it be possible to use a Key Press utility?
Being able to see your shortcuts and modifier key presses during your workflow would be killer!
Thank you for sharing all your hard earned skills!
I believe a lot of his keybinds are customized, so they wouldn't make sense to viewers. This would be my guess as to why he never does this despite it being requested dozens of times.
I understand, that’s okay, no pressure just a request / suggestion.
Although I’ve found that even if they’re custom shortcuts my guess is they will be very logical and useful.
Either way great workflows happening so no complaints just grateful to have someone this proficient in Max since it’s getting less love than it used to.
The Plasticity tips are also much appreciated.
@@Tetsuo_ I was about to ask the same. Also I'd love to know what are the plugins he uses, because the chanfer, bevel pop up menus are total different from we get from MAX UI.
@@fernandocriativo3d74 I'm guessing he disabled the newer but not good and terrible visibility "Caddies" pop up dialogs, and is using the much, much better oldschool legacy dialogs for the pop ups in EditablePoly/EditPoly for chamfer, extrude etc. The setting checkbox is found in: Customize > Preferences > In the "General" tab within the Ui Display section on the right. The checkbox is labeled: "Disable Caddy Controls" .
@@Tetsuo_ you are correct! thanks!
Arrimus u are the King brother. I just bought your tutorial. Im starting improving my skills and workflow.
Glad to hear that! Yeah Arrimus is a good teacher, and that's cool you're improving your skills :)
I thought you would somehow use Remesher but not Boolean lol
Yeah I noticed Boolean would simplify vertices in a interesting way, but usually it was an inconvenience for me. So it's clever how Arrimus used Boolean to help optimize the model on purpose!
Great workflow. Thank you for sharing. Is there a way to switch both the high poly and lowpoly with some custom attributes like a switch button ?
Спасибо!
Tank you …top version technically 3dmax poly technique
Is there any video where you explain about short cut key that you use?
Hey great stuff! I'm a Maya user, and I'm curious about performing that Pro-boolean subtraction to get rid of all the unnecessary edges in Maya. If anyone knows an equivalent workflow to reduce a mesh as efficiently as this I'd love to know!
I'm also a Maya user and I want to know that trick too!
heyhey, I need to make a cutout for a LED strip with a spcific size of 13.5mm in a bend Table that I modelled so I tried to use chamfer with that required size along a segment of the shape and then I extrude the selected polygons invards but the with of the groove results not uniform ranging from 16mm to 11mm. any ideas ? I hope you understand what I mean. THank you in advance
I'd stop after cleaning up from the pro-boolean redundant edge removal process. The optimize/pro-optimizer stage is too procedural and won't yield good results -- this is where your manual work should come in, not relying on procedural tools.
Arent the long triangles that ProOptimizer make(seen at 19:15 on low poly model) problem for rendering engines? I noticed I get them a lot when using this workflow so I am wondering should I manualy fix them?
Hey , do you know any tricks to straighten uv strips with tris
i love your videos
How did you make that square a circle at 1:49? I've been dying to learn something like this
Hello. I use this script: www.scriptspot.com/3ds-max/scripts/edge-loop-regularizer-editpoly
@@Arrimus3D tysm, this'll help me a lot, you got yourself a subscriber :)
Nice and usefull!, where i can get Regularize edge loop?
rapidTools script
Do you/anyone know what causes the UE to use the smoothing groups even though I've applied a normal map to the meshes material? For example in Arrimus' low poly mesh the side of the attachment mechanism is one group and the top round part is another, high poly its smooth everywhere. Looks all good in say substance painter when i bake it. However whenever i take the same low poly mesh, apply the generated normal from substance the mesh will look smooth, but where the smoothing group changes, it leaves like a little sharp artifact looking corner as if its trying to use both (normal map and smoothing group) at the same time even though i was under the impression that normal map overrides the smoothing groups in the engine. Is there something I'm missing with the workflow?
Adding to this that the exact same low poly mesh with high poly bake looks perfect in Substance
Wow.... this feels like cheating.