@@3dsmaxrocks699 I did too the UI is bad specially 3ds max has options docked too on the sides. blender's only reason is its free the modifiers are sable but can't handle large poly counts or anywhere near max. Max modifers some of them are unoptimized but max's creation graph and schematic graph are good as well even the modelling is well. sucks autodesk never paid much attention to it but they're finally getting around the corner. but there hasn't been much innovation it even has a game engine shader editor from stingray but much of the stuff in it is abandoned. I hope max revolutionizes again.
@@3Dgamespot buddy it is not. its UI is utter trash, every single tutorial relies on community plugins go and check yourself. any thing you want to do in blender first thing they recommend is a plugin its more like a tool just to support plugin instead of stuff it can actually do just because it is free doesn't mean its good. blender has problems with skeleton and animation tools too. don't beleive me? it can't even load a animation on a existing skeleton like 3ds max can do. if you import a model with skeleton orientation changed it makes the skeleton large and resets the model offset wrong too and keeps just few bones skinned. its not ideal or good. blender is a 6.5/10 but not as good as the toxic fanboys like you make it sound. even the modifiers in blender aren't that great. blender's UI is bad too.
As a thank you for teaching me a lot, I will (maybe) teach you one thing that I use a -ton-: press space bar to lock selection when linking tough-to-click objects! Such as at a little before 18 minutes in.
@paulneale oh, ding it, thought I had paid back now ;D Maybe someone else sees it and picks it up. I don't think I've ever linked anything without it since I picked it up around 12 years ago, just become a habit, and it is easier since you don't have to hit the children first (that sounded wrong)
How are you searching for modifiers in the main window like that? Is this a new feature / third party or just a configuration? Great tutorual as always.... I tried to give houdini a go recently for some procedural flow but I think I'd rather not waste a year of my life wrapping my head around a different suite 🤣
wife: Honey, it's late. Come to bed. me: Babe! I'm watching a guy model a procedural bedroll online!! Come on!! Thanks for posting this, Paul - short, sweet, informative. love it! 👍👍👍
Thanks, good stuff! I don't see much use of keeping it procedural though. That conform allows sliding the wrap along the roll, but that is not how it can be moved/animated. If it is wrapped around with a string, it will remain fixed in one place, so... What is the point? Looks like a simple rig for kinda impossible movement))
That was great. I have a very polygonal modelling background so it's good to learn more about procedural stuff for things that don't need polycount worries. BTW, for some reason when I press A to apply textures in the slate mat editor, it doesn't work and toggles the angle snaps instead. It's weird, I don't get it and it's been happening for at least 2-3 versions (running 2025 right now). Ever noticed this problem?
@emar779 you might have the hotkey over ride toggled. Top middle of the main toolbar some where. Or if you are in 2025 make sue you have the updates installed. Hope that helps.
Not only are these procedural tips great, but they are so easy to follow. No complicated setups or rigs. Love it.
but but.........in blender.........*****!!!(batman slap)!!!*****
Love these procedural examples that you provide. Keep em coming. And thanks!
wish everyone taught max like this. it's much stronger than blender but those fanboys keep yapping.
Every time I give Blender a chance I find myself going straight back to the King: 3DSMAX!
@@3dsmaxrocks699 I did too the UI is bad specially 3ds max has options docked too on the sides. blender's only reason is its free the modifiers are sable but can't handle large poly counts or anywhere near max.
Max modifers some of them are unoptimized but max's creation graph and schematic graph are good as well even the modelling is well. sucks autodesk never paid much attention to it but they're finally getting around the corner. but there hasn't been much innovation it even has a game engine shader editor from stingray but much of the stuff in it is abandoned. I hope max revolutionizes again.
That because you don’t know how to use it
Blender is master
@@3Dgamespot buddy it is not. its UI is utter trash, every single tutorial relies on community plugins go and check yourself. any thing you want to do in blender first thing they recommend is a plugin its more like a tool just to support plugin instead of stuff it can actually do
just because it is free doesn't mean its good. blender has problems with skeleton and animation tools too. don't beleive me? it can't even load a animation on a existing skeleton like 3ds max can do. if you import a model with skeleton orientation changed it makes the skeleton large and resets the model offset wrong too and keeps just few bones skinned. its not ideal or good.
blender is a 6.5/10 but not as good as the toxic fanboys like you make it sound. even the modifiers in blender aren't that great. blender's UI is bad too.
Amazing, thanks!
As a thank you for teaching me a lot, I will (maybe) teach you one thing that I use a -ton-: press space bar to lock selection when linking tough-to-click objects! Such as at a little before 18 minutes in.
@jangrashei1752 oh I know. Used to just be the space bar, now it opens a menu. But thanks.
@paulneale oh, ding it, thought I had paid back now ;D Maybe someone else sees it and picks it up. I don't think I've ever linked anything without it since I picked it up around 12 years ago, just become a habit, and it is easier since you don't have to hit the children first (that sounded wrong)
My kind of Friday night movie!
Awesome as always Paul. Thanks a bunch.
love parametrics just using the default max tools
How are you searching for modifiers in the main window like that? Is this a new feature / third party or just a configuration?
Great tutorual as always.... I tried to give houdini a go recently for some procedural flow but I think I'd rather not waste a year of my life wrapping my head around a different suite 🤣
X key
@sahibzadaasfandyarnoor4517 thank you!
@@sahibzadaasfandyarnoor4517 is X recently added? before it was used to hide gizmo or was it C key?
@@maxgordon3194 beed like that for several versions.
I love your tutorials keep posting.
wife: Honey, it's late. Come to bed.
me: Babe! I'm watching a guy model a procedural bedroll online!! Come on!!
Thanks for posting this, Paul - short, sweet, informative. love it! 👍👍👍
Amazing!!!
Thanks, good stuff! I don't see much use of keeping it procedural though. That conform allows sliding the wrap along the roll, but that is not how it can be moved/animated. If it is wrapped around with a string, it will remain fixed in one place, so... What is the point? Looks like a simple rig for kinda impossible movement))
@@nicktyler2572 was just to show what is possible, nothing more.
That was great. I have a very polygonal modelling background so it's good to learn more about procedural stuff for things that don't need polycount worries.
BTW, for some reason when I press A to apply textures in the slate mat editor, it doesn't work and toggles the angle snaps instead. It's weird, I don't get it and it's been happening for at least 2-3 versions (running 2025 right now). Ever noticed this problem?
@emar779 you might have the hotkey over ride toggled. Top middle of the main toolbar some where. Or if you are in 2025 make sue you have the updates installed. Hope that helps.
Nice real nice
Firsto!