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 – PhoenixFD – Overview

3DSMax – PhoenixFD – Overview

Aren you thirsty?
Would you like a (digital) beer?
Phoenix FD is the right tool for you!

Joking aside, Phoenix FD is a powerful tool for fluid simulations.

It has a lot of strong points:
– easy simulate fire, smoke, explosions as well as liquids, foam and splashes
– flexibility and speed
– GPU accelerated preview
– fully multi-threaded displacement algorithm
– filly compatible with V-Ray (the producer is Chaos Group, creator of V-Ray)

Let’s take a look to menus and main functions

Objects

RIGHT COLUMN> Create> Geometry> PhoenixFD

– PHXSimulator
– PHXFoam

Helpers

RIGHT COLUMN> Create> Helpers> PhoenixFD

– PHXSource
– PHXTurbolence
– PHXMapper
– PRTObject
– PHXLiquid

Materials

MAIN TOP MENU> Rendering> Material/Map Browser> Maps> Standard>

– PhoenixFD Particle Texture
– PhoenixFD Particle Texmap
– PhoenixFD Particle OceanTex

Environment

MAIN TOP MENU> Rendering> Environment> Atmophere> PhoenixFD

By |3D Graphic, Mudbox|Commenti disabilitati su 3DSMax – PhoenixFD – Overview

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

Allegorithmic Substance Painter – Basic Tutorial

Allegorithmic Substance Painter – Basic Tutorial

Substance Painter is a mesh painter software, with this you can paint your substances over a 3D Mesh.
Let’s take it from the top!

Paint a flat color

1. Start Substance Painter

2. MAIN TOP MENU> File> New> Mesh ‘Select…’, load your .fbx file

3. LEFT COLUMN> Document Settings> setup Size, click the minus ‘-‘ on the right of the channels slots to remove unwanted channels. For now with need only ‘Base Color’.

4. LEFT COLUMN> BOTTOM LABELS ‘Viewer Settings’ and ‘Post Effects’, to setup the 3D View.

5. MAIN TOP TOOLBAR> activate ‘Symmetry’ if you need.

6. BOTTOM> Material label> select ‘plastic matte’.

7. BOTTOM> Brush label> select ‘default brush’

8. RIGHT COLUMN> Tool-Paint, as you can see we will use the brush on the left thumbnail to paint the material on the right
UNDER click on the base color slot to change color. Click over the green box under the brush thumbnail to setup the brush size, flow and spacing.

9. Go to in 3D View, paint over the mesh and remember my friend:
– LMB paint
– ALT + LMB camera rotate
– ALT + MMB camera translate
– ALT + RMB or Mouse Wheel camera zoom
– MAIUSC + LMB rotate panorama
– CTRL + RMB changes brush flow
– CTRL + LMB canges brush size

10. RIGHT COLUMN> Layers> click plus ‘+’ to add a new layer, this window works like Photoshop.
We will create Layer 1 and Layer 2 for ALL CHANNELS, if you want paint only one channel you have to disable the unwanted layers inside the channel, for example select Layers> Specular> LMB over Layer 1 – Ldge (ON THE RIGHT)> Disable

11. LEFT COLUMN> BOTTOM LABELS ‘Viewer Settings’> Mode> Solo view to see only the strokes in current layer.

Paint height

1. LEFT COLUMN> Channels + Height

2. LEFT COLUMN> Viewer Settings> Height force = 1

3. RIGHT COLUMN> Layers> Height> All Layer> rename it Height> Disable all aother layers

4. RIGHT COLUMN> Tool – Paint> Material – advanced> enable only ‘height’ button> Height roolout> slide to 0.6

5. Paint

use the same way to paint only specular, metallic, reflection etc…

Fill Layer

You you use a procedural substance as bricks or other seamless materials you need a fill layer

1. RIGHT COLUMN> Layers> Add a Fill Layer

2. BOTTOM> Material> selec ‘bricks 001’

Mask – paint

1. RMB over the layer> Add WHITE mask (in Photoshop sarebbe aggiungi maschera> mostra tutto) and paint the mask.

Mask – decal using geometry

1. RIGHT COLUMN> Layers> Select a BLACK mask layer (it turn to red)

2. MAIN TOP TOOLBAR> Geometry Decal

3. LEFT COLUMN> Viewer Settings> Wireframe opacity

4. RIGHT COLUMN> Tool – Geometry Decal> Color to white, select faces mode then select into 3D View faces

Mask – add effect (id_selector)

Apply the mask using material id

1. RIGHT COLUMN> Layers> Select a BLACK mask layer (it turn to red)

2. RIGHT COLUMN> Layers> TOOLBAR> Add effect> Substance effect

3. BOTTOM> LEFT> Shelf> Effects> DRAN ANG DROP ‘id_selector’ over RIGHT COLUMN> Layers> Filters parameters> ‘Effect No effect selected’ slot

You can use id material from 3DS Max of using a ID map.

Mask – add effect (MG Edge Dirt)

1. RIGHT COLUMN> Layers> Select a BLACK mask layer (it turn to red)

2. RIGHT COLUMN> Layers> TOOLBAR> Add effect> Substance effect

3. BOTTOM> LEFT> Shelf> Effects> DRAN ANG DROP ‘MG Edge Dirt’ over RIGHT COLUMN> Layers>

– Filters parameters> ‘Effect No effect selected’ slot

– Filters parameters> Image inputs> apply a ‘curvature map’

NOTE:
With curvature maps you can easily create masks or textures to work on chipped or worn edges.
Substance Designer creates ‘curvature maps’, based on the normal map.

Mask – Stencils

1. RIGHT COLUMN> Layers> create a layer

2. BOTTOM> Shelf> Stencils> DRAG AND DROP a stencil over RIGHT COLUMN> Tool – Paint> Stencil – basic

3. BOTTOM> Shelf> Material> select a material and paint your mesh

NOTE: LEFT COLUMN> Viewer Settings> check ‘Hide stencil when painting’

Paint Stencils

1. RIGHT COLUMN> Layers> select a layer

2. BOTTOM> Shelf> Stencils> DRAG AND DROP a stencil over RIGHT COLUMN> Tool – Paint> ‘Base color’ slot

3. Use a big brush to paint your stencil!

Paint with particles

1. BOTTOM> Particles label> liquid stream

Save and Export

MAIN TOP MENU> File> Save As…, select a folder and ‘Save’
It will create a complex folder structure with all the project files.

MAIN TOP MENU> File> Export all channels> select a folder and ‘Export’
It will create a bitmap texture for every channel.

Increase Texture resolution on the fly

Substance Painter is resolution indipendent!

RIGHT COLUMN> Document Settings> Size> Change the size, Substance Painter will use the stack informations to recompute the new texture!

By |3D Graphic|Commenti disabilitati su Allegorithmic Substance Painter – Basic Tutorial