i jsut notices the material editor is like long ago version the material editor is way more advanced now a days fun fact i prefer the older style material editor
I use both, by I love the old version for managing my materials. I still use it heavily. The slate editor (new style) is better IMO for designing materials from scratch.
@Learn-archViz yeah the newer milanote style material editor is better. It's just that I haven't studied any tutorials on the new editor just yet maybe do a wicked concise tutorial on the material editor I'm an intermediate level 3DS so don't really need any modeling or animation tutorials but the newer material editor is where I'm falling flat on ALSO I'd love if you did an exporting tutorial on OBJ so I could export my models with materials into SWEET HOME 3D
This is a lecture about UVW unwrapping, that is just part of an overall course. The overall course is about poly modeling in general, but covers how to do a custom UVW map for the models that we make in the course. This course is already released and is linked in the description.
Adam, I do have several of your courses and they are good. I happened upon this youtube video and good info again. I am going to ask though, if I were to take this into unreal, you would unwrap the uvs in two separate efforts, correct? You would unwrap for diffuse on channel 1 and then do so again on channel 2 for the lightmaps, correct? My other question is would you do the basic material setup in 3smax and export with datasmith and then refine in unreal or just give a standard material and then build a new material in unreal. The reason I ask is because I find that datasmith puts out some pretty involved materials in unreal with probably more nodes than necessary. I believe these add to the material draws in unreal which matters when trying to do real time stuff such as VR.
@@Learn-archViz Please don't tell me you are drinking the Koolaid and jumping ship to Blender?! Haha. Just kidding, I am feeling the pressure as well. There are some good tools in there (better than 3dsmax) and it is a solid program. My only thing is it does not handle larger and complex scenes as well, especially when dealing with landscapes and higher poly forms in large environments. Also, 3dsmax works directly with my cad and revit models which Blender does not do as well.
The biggest problem you have is quality of your video. It doesn't matter how good your presentation is, if I can't see the words in your video, I'm lost! That 2 me is 90% of learning. You might aw well make your video just audio.
Like I mention in some of my other videos, making perfect topology in arch viz is usually not my main focus. Unlike with gaming models, I find that I can cheat a lot of things, and perfect topology is not essential to the finished result. But yes, for a different application this could be built a lot more carefully.
Not sure I totally agree on this comment. On quick glance, the subdivisions are all quads so that is correct. If you wanted a lower poly count for a game or something you could remove a good many loops but like Adam said, if one is doing still renderings in vray or something, doesn't really matter. If one throws a sub-d or turbosmooth on this, you could get more refinement of the mesh but you would have more poly's. I am not quite sure what the context of this comment is which is why I would ask why bother making the comment.
@@arcitek66 on a static non deforming mesh you don't need all quads. Even a Fusion360 mesh with many long triangles will look good as long as the norms are correct. But this mesh just not optimized well in terms of topology overall.
@@sqwert654 I am sure you are more of an expert on this than me so I am not arguing with you. Also, you clarified your original comment by adding for optimization which I agree with. However, I am currently modelling a high poly version of a detailed axe and I can tell you that these freaking triangles give undesirable result in my mesh when I throw a sub-D or turbosmooth on the mesh. There is distortion (pinching) that occurs which is maddening. This distortion would render in my static scenes so I always need to correct them. What is even more frustrating is that when going into or exporting from Unreal, things are always triangulated to go figure. Again, this is not my area of expertise since my job is more than of an architect.
Thanks for the tutorial man, learned something new with the UVW's
Great tutorial man!
I figured it out. Can’t have editable poly on Faces, need to turn faces off
No UVs are showing up in my window. What am I missing? I applied a basic material and set material IDs
Thanks for the tutorial man
incredible, thank you!
Awesome!
Really helpful.. Thanks for this.
do we have to use this plugin all the time?I am using uww map and it works for me what is difference between them
Thank you very good
Herminio Tunnel
🙏🏻🌱 merci
please can you help me the material ids do not work in the uvw :(
Same, I'm unable to select the Material ID in UVW. Perhaps it's a 3ds max update glitch in this new version?
your a good fucking teacher MAKE MORE VIDEOS
i jsut notices the material editor is like long ago version the material editor is way more advanced now a days fun fact i prefer the older style material editor
I use both, by I love the old version for managing my materials. I still use it heavily. The slate editor (new style) is better IMO for designing materials from scratch.
Thanks! All I need is way more time 😂
@Learn-archViz yeah the newer milanote style material editor is better. It's just that I haven't studied any tutorials on the new editor just yet maybe do a wicked concise tutorial on the material editor I'm an intermediate level 3DS so don't really need any modeling or animation tutorials but the newer material editor is where I'm falling flat on ALSO I'd love if you did an exporting tutorial on OBJ so I could export my models with materials into SWEET HOME 3D
cannot follow you--i was not able to do the selct id i nthe 1st section so then the second section is not watcable either thxx Lisa
I think what you're trying to say is that you weren't able to select the ID in the Unwrap UVW stage. I wasn't either. Not sure how to fix this.
ok thxz i will recheck it sometime to see what i was refreing to but ya prbly--Lisa
Hi Adam, when is the mapping course released?
This is a lecture about UVW unwrapping, that is just part of an overall course. The overall course is about poly modeling in general, but covers how to do a custom UVW map for the models that we make in the course. This course is already released and is linked in the description.
Adam, I do have several of your courses and they are good. I happened upon this youtube video and good info again. I am going to ask though, if I were to take this into unreal, you would unwrap the uvs in two separate efforts, correct? You would unwrap for diffuse on channel 1 and then do so again on channel 2 for the lightmaps, correct? My other question is would you do the basic material setup in 3smax and export with datasmith and then refine in unreal or just give a standard material and then build a new material in unreal. The reason I ask is because I find that datasmith puts out some pretty involved materials in unreal with probably more nodes than necessary. I believe these add to the material draws in unreal which matters when trying to do real time stuff such as VR.
Yost Lodge
Goyette Inlet
Martinez Mark Jones Daniel Martin Shirley
Please make arch viz tutorials for blender.
I'm looking for a Blender expert to help me do that. You know any?
@@Learn-archViz Please don't tell me you are drinking the Koolaid and jumping ship to Blender?! Haha. Just kidding, I am feeling the pressure as well. There are some good tools in there (better than 3dsmax) and it is a solid program. My only thing is it does not handle larger and complex scenes as well, especially when dealing with landscapes and higher poly forms in large environments. Also, 3dsmax works directly with my cad and revit models which Blender does not do as well.
The biggest problem you have is quality of your video. It doesn't matter how good your presentation is, if I can't see the words in your video, I'm lost! That 2 me is 90% of learning. You might aw well make your video just audio.
Not sure I understand what you mean. You can't read the words in my video?
I had no problem seeing any of the words
terrible topology
Like I mention in some of my other videos, making perfect topology in arch viz is usually not my main focus. Unlike with gaming models, I find that I can cheat a lot of things, and perfect topology is not essential to the finished result. But yes, for a different application this could be built a lot more carefully.
Not sure I totally agree on this comment. On quick glance, the subdivisions are all quads so that is correct. If you wanted a lower poly count for a game or something you could remove a good many loops but like Adam said, if one is doing still renderings in vray or something, doesn't really matter. If one throws a sub-d or turbosmooth on this, you could get more refinement of the mesh but you would have more poly's. I am not quite sure what the context of this comment is which is why I would ask why bother making the comment.
@@arcitek66 on a static non deforming mesh you don't need all quads. Even a Fusion360 mesh with many long triangles will look good as long as the norms are correct. But this mesh just not optimized well in terms of topology overall.
@@sqwert654 I am sure you are more of an expert on this than me so I am not arguing with you. Also, you clarified your original comment by adding for optimization which I agree with. However, I am currently modelling a high poly version of a detailed axe and I can tell you that these freaking triangles give undesirable result in my mesh when I throw a sub-D or turbosmooth on the mesh. There is distortion (pinching) that occurs which is maddening. This distortion would render in my static scenes so I always need to correct them. What is even more frustrating is that when going into or exporting from Unreal, things are always triangulated to go figure. Again, this is not my area of expertise since my job is more than of an architect.
@@arcitek66 triangles are not Sud d friendly lol