3DS Max

3D-Coat – Retopo

3D-Coat – Retopo

Great ‘Retopo’ and ‘Low Poly Modeling’ tools inside 3D-Coat that work seamless with ‘UV Unwrapping’ tools and ‘Paint Textute’ tools; What more do you want?

3DS Max – Exporting

1. Create a 3D model – Editable Poly inside 3DS Max
2. Select the model> RIGHT COLUMN> Modify> Modifier List> UVW Mapping Clear> RMB> Collapse All
3. Select the model> RIGHT COLUMN> Utilities> Reset XForm> Reset Selected
In this way we will clear all old UV Maps and transformations
4. MAX> Export> Export Selected> .fbx

3D Coat – Importing

1. Run 3D Coat, into Wizard window select ‘Perform Retopology’> Import Reference Mesh

Setup Viewport

1. MAIN TOP MENU> setup lights
2. Push in the keyboard ‘4’ to show/hide wireframe
3. MAIN TOP MENU> Symmetry> Symmetry>
– on Enable Symmetry
– Show Symmetry Plane
– Symmetry Type: X – Axis

IMPORTANT: You will be able to edit 3d model ONLY on the left side, to change side: MAIN TOP MENU> Invert Mirror

NOTICE: in the bottom of the window there are statics

1. Push in the keyboard ‘4’ to hide polygons, you can be distracted by polygons

Top Left Up Views

– Hold down SHIFT+LMB DRAG on the right to see Left View
– Hold down SHIFT+LMB DRAG on the up to see Front View

Square selection, lasso etc…

Press E> draw a lasso> ENTER

Low Poly Modeling

Add

NOTICE: the white ball represent the snap

LEFT COLUMN> Add/Split
– LMB create new polygons
– LMB split polygons
– RMB tweak (pizzicare/spostare) edges/vertices

LEFT COLUMN> Split Rigs

LEFT COLUMN> Quads

LEFT COLUMNS> Strokes: draw freehand strokes and press ENTER -> Try it and love it!

Selection

1. LEFT COLUMN> Select
2. MAIN TOP MENU> Faces
– LMB adds elements
– CTRL+LMB removes elements
– DOUBLE LMB over an empty area of the hires mesh to deselect all
3. LEFT COLUMN> Store Sel./Recall Sel.
4. LEFT COLUMN> Clear Sel

Extrude

Extrude

1. LEFT COLUMN> Select
2. MAIN TOP MENU> Faces
– LMB adds elements
– CTRL+LMB removes elements
3. LEFT COLUMN> Normal Extrude> use the handles> ENTER

1. LEFT COLUMN> Select
2. MAIN TOP MENU> Faces
– LMB adds elements
– CTRL+LMB removes elements
3. LEFT COLUMN> FREE Extrude> use handles> ENTER

Subdivide

1. LEFT COLUMN> Select
2. MAIN TOP MENU> Faces
– LMB adds elements
– CTRL+LMB removes elements
3. LEFT COLUMN> Subdivide> use the handles> ENTER

Move

RMB to move edges/vertices

1. LEFT COLUMN> Move Vertices
2. MAIN TOP MENU> select Vertices/Edges/Faces/Edge Loops/Edge Rings
3. click over the 3d model and DRAG to move elements

1. LEFT COLUMN> Slide Edges

1. LEFT COLUMN> Brush

1. LEFT COLUMN> Transform to move/rotate/scale> ENTER to apply

1. LEFT COLUMN> Relax: relax the whole mesh or a subset

Remove

1. LEFT COLUMN> Tweak> Del. Polygons / Del Edges

1. LEFT COLUMN> Basic> Select
2. MAIN TOP MENU> Vertices/Edges/Faces
– LMB adds elements
– CTRL+LMB removes elements
3. LEFT COLUMNS> Commands> Delete

1. LEFT COLUMNS> Collapse

Hide / Unhide

1. LEFT COLUMN> Basic> Select
2. MAIN TOP MENU> Vertices/Edges/Faces
– LMB adds elements
– CTRL+LMB removes elements
3. LEFT COLUMNS> Commands Hide/Invert Hidden/Unhide
4. MAIN TOP MENU> Hide

Export

1. MAIN TOP MENU> Symmetry> No Symmetry
2. MAIN TOP MENU> Retopo> Apply Symmetry to Current Layer
If you do not do point 1 and 2 you will export only one side
3. MAIN TOP MENU> File> Export Retopo Mesh> .fbx

By |3D Graphic, 3DS Max|Commenti disabilitati su 3D-Coat – Retopo

3DSMax – Ray Fire – Overview

3DSMax – Ray Fire – Overview

Do you feel like the incredibile Hulk, you want destroy everything?
Ray Fire is the right tool for you!

RayFire Tool gives you the ability to shoot, destroy, demolish, wreck, break down, wreak havoc, blow up, burst, detonate, explode and do other similar things. I can’t hesitate, I need to try it now!

The main tools are located in:

Geometry

RIGHT COLUMN> Create> Geometry> RayFire>

– RF Cache
– RF Trace
– RayFire: it calls the RayFire floating window
– Shooting

Helpers

RIGHT COLUMN> Create> Helpers RayFire>

– RF Bomb
– RF_PhysX

Modifiers

– RayFire Apherity
– Clusters
– Cracks
– Slice
– Voronoi
– Voxels

Sphere that crashes over pavement – Voronoi

Create Geometry

1. RIGHT COLUMN> Create> Geometry> Standard Primitivies> Box, create a box as a pavement ‘Box001’

2. RIGHT COLUMN> Create> Geometry> Standard Primitivies> Sphere, Create a Sphere 2 meters over ‘Box001’

Cracks the Sphere

1. Select Sphere001> RIGHT COLUMN> Modifier List> RAyFire Voronoi

2. RayFire Voronoi> Point Cloud> scale, move to change the cracks will be generated Fragment
The green dots represent the center of every fragment

3. RayFire Voronoi> ‘Fragment’ button

4. RayFire Voronoi> Click over the ‘Play’ near ‘Fragment’ and setup Point Cloud again

5. RayFire Voronoi> Display> Assign Vertex Colors

Simulate

1. RIGHT COLUMN> Create> Geometry> RayFire> ‘RayFire’> Opnen RayFire Floater, this opens the RayFire floater window

2. RayFire floater window>

– Dynamic/Impact Objects> ‘Add’ Sphere001
— Simulation geometry Concave
— Material: Dense rock

– Static & Kinematic Objects> ‘Add’ Box001

– Fragments> Fagmentation Options> ‘Fragment’

– Physics> Physical Options> Bake

For italian people: procedura e funzionamento del software.

1. Viene applicato un modificatore di frammentazione all’oggetto per poter gestire con l’utilizzo dei gizmo il tipo di rottura da applicare

2. Dalla finestra di Ray Fire> Fragments> ‘Fragment’ viene diviso usando un algoritmo booleano la mesh a cui è applicato il modificatore di frammentazione di Ray Fire.
ATTENZIONE: dopo questa operazione il numero delle Mesh nella scena aumenterà notevolmente, infatti verrà generata una singola mesh per ogni frammento! E’ bene organizzare la scena in livelli ben definiti separando le mesh di Ray Fire dalle altre.

3. Dalla finestra di Ray Fire> Objects> vengono definiti gli oggetti da coinvolgere nella simulazione come statici, dinamici etc…

4. Dalla finestra di Ray Fire> Physics> ‘Bake’ viene avviata la simulazione e piazzati i singoli keyframe

By |3D Graphic, 3DS Max|Commenti disabilitati su 3DSMax – Ray Fire – Overview

3DSMax – V-Ray – Overview

3DSMax – V-Ray – Overview

What is V-Ray?
V-Ray is a render engine you can use inside 3DSMAx.

In 3D art, and in life in general :) light is important and this render plugin has all digital lights you need to create a render-masterpiece!
The software is not really easy to use, because of complex features and advanced management of parameters but it’s worth it.
Let’s take a first look!

Tools

MAIN TOP MENU> Tools> ‘V-Ray Light Lister’
NOTICE: you can’t see V-Ray Lights inside standard ‘Light Lister’

MAIN TOP MENU> Tools> VRay .vrmat converter

Rendering Setup

MAIN TOP MENU> Rendering> Render Setup> Common> Assign Renderer> Production

– V-Ray Adv: rendering software using CPU
– V-Ray RT : rendering real time using GPU

Usually the standard setup is:

Production: V-Ray Adv
Material Editor: V-Ray Adv
ActiveShade: V-Ray RT

Effects

MAIN TOP MENU> Rendering> Environment> Effects> Add…

– VRay Lens Effects
There are Bloom, Glare, Mask, etc…

MAIN TOP MENU> Rendering> Environment> Atmosphere> Add…

– VRayEnvironmentFog
– VRaySphereFade
– VRayToon

Objects

RIGHT COLUMN> Create> Geometry> VRay

– VRayProxy
– VRayClipper
– VRayFur
– VRayMetaball
– VRayPlane
– VRaySphere

Modifiers

RIGHT COLUMN> Modifier List>

– VRayDisplacementMod
– VRayHairFarm Mod

Lights

NOTICE: if you want see VRayLight in action you will need assign V-Ray Adv in ‘Render Setup’ window.

RIGHT COLUMN> Create> Lights> VRay

– VRayLight
– VRayIES
– VRayAmbientLight
– VRaySun

Camera

RIGHT COLUMN> Create> Camera> VRay>

– VRayDomeCamera
– VRayPhysicalCamera: really great with bokeh effects!

Helpers

RIGHT COLUMN> Create> Helpers> VRay>

– VRayBPTracer
– VRayLightMeter
– VRayStereoscopic (see also Systems)

Systems

RIGHT COLUMN> Create> Systems> VRay>

– VRayStereoRig (see also Helpers)

Materials

MAIN TOP MENU> Rendering> Material Rendering> Slate Material Editor> Material/Map Browser> V-Ray

– VRayColor
– VRayCompTex
– VRayEdgesTex
– VRayFakeFresnelTex
– VRayHDRI
– VRayICC
– VRayLut
– VRayMultiSubTex
– VRayOCIO
– VRaySoftbox
– VRayUserColor
– VRayUserScalar

By |3D Graphic, 3DS Max|Commenti disabilitati su 3DSMax – V-Ray – Overview

Faceshift Studio – Basic Tutorial with XBOX360 Kinect

Faceshift Studio – Basic Tutorial with XBOX360 Kinect

Faceshift Studio (http://www.faceshift.com/) is a face-mocap software.
It analyzes the face motions of an actor, and describes them as a mixture of basic expressions, plus head orientation and gaze. This description is then used to animate virtual characters for use in movie or game production.

Faceshift Studio is really fantastic and it is used by some of most creative companies in the world as Industrial Light and Magic, Dreamworks, Disney, Sega. It works well with Autodesk 3DS Max and Unity3D.

To use Faceshift Studio you need a RGBD cameras (Red-Green-Blue-Deph).

Officially it runs with:
– PrimeSense Carmine 1.09
– Asus Xtion Live Pro
– Microsoft Kinect (it is the Kinetic sensor for PC)

Unofficially it might work with XBOX360 Kinetic sensor.

Ok let’s start!

XBOX360 sensor installation

1. Plug your sensor

2. From Microsoft website download and install KinectSDK-v1.8-Setup.exe

3. and install KinectDeveloperToolkit-v1.8.0-Setup.exe

XBOX360 Sensor testing

1. Go to Programs/Microsoft SDKs/Kinect/Developer Toolkit 1.8/bin/

– KinectExplorer-D2D.exe to move the bar

– FaceTrackingBasics-WPF.exe

NOTICE: You have to stay 80 cm from the sensor for face tracking

Faceshift capture and export

1. Start Faceshift> select MS Kinect Sensor Plugin

2. LEFT COLUMN> Tracking

3. You have to stay 80 cm from the sensor for face tracking

4. REC button to record

5. REC button to stop

6. Tracking> select the clip (it turns to blue)> Refine (this operation will remove glitches)

7. File> Save> to save the project in .fsp format

8. File> Export> to export in mocap data or animated .fbx file

Import into 3DS MAX

File> Import> .fbx

First expand the timeline, we will find:

– Mesh
– Head Bones
– Morph Targets

By |3D Graphic, 3DS Max, Video Games Development|Commenti disabilitati su Faceshift Studio – Basic Tutorial with XBOX360 Kinect

3d-io Unwrella – Optimal Automatic Unwrapping

3d-io Unwrella – Optimal Automatic Unwrapping

Unwrella for 3DS Max is a single click solution which allows you to automatically unfold your 3D models with exact pixel to model surface aspect ratio, speeding up texture baking UV map production significantly.

Unwrap UVW modifier

1. Select your Mesh

2. RIGHT COLUMN> Modifier List> Unwrap UVW

3. Unwrap UVW>
– Edge
– Peel> Seams -> ‘Point-To-Point Seams’ icon

You will draw now the seams lines. Just click at one vertex and then follow the edge flow and select the next one.

Surrond the body parts with BLUE SEAM LINES.
The BLUE LINES are only a representations of the seams. They did not create physical UV Edges

4. You need to convert the BLUE EDGES to GREEN UV Seams:
Unwrap UVW> Peel> ‘Quick Peel’ icon, the BLUE converts to GREEN

See Also ufficial UVW Unwrap lesson at:
http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Tutorials/index.html

Unwrella modifier

1. RIGHT COLUMN> Modifier List> Unwrella

2. Unwrella>
– Parameters> Gutter Padding: 4 pixels
– Preserve Seams: check
– Unwrap as: Polygons
– ‘Unwrap’ button

DONE!!!!

The final UV map is being displayed on your screen
You will notice new BLUE LINES on the mesh. Thin indicates that Unwrella was not able to unfold this part of the geometry without stretching it too much, so Unwrella automatically decided where to split the UV Map in order to get the best result.

If you are not satisfied you can try an alternate map calculation checking ‘High Quality’

By |3D Graphic, 3DS Max|Commenti disabilitati su 3d-io Unwrella – Optimal Automatic Unwrapping