Importing Pre-Painted Textures into Mudbox

Written September 30th, 2009
Categories: Blog
2 comments

Hey everyone,

Importing Pre-Painted Textures into Mudbox

Importing Pre-Painted Textures into Mudbox

I know I don’t hit Mudbox users enough, so I’ll try to start posting good stuff I find around the internet.  For starters, 3dTotal posted an interesting little trick for Importing Pre-Painted Multi-UV Textures in Mudbox.  It’s very quick- about 3 minutes long.  Word on the street is that a Mel script will eventually be available from Autodesk for bringing multi UV textures back into Maya.

Wireframe Rendering

Written September 29th, 2009
Categories: Rendering / Compositing, Videos
8 comments

I’m rather surprised I haven’t written anything about this yet.

This week I’ll be showing you how to create wireframe renders in 3d Studio Max.  It’s surprisingly easy and yields a great result.  We’ll start off with a composite material that uses a black wireframe overlay and an ambient occlusion map for some subtle shading.  Then I’ll show you a trick I like to use for rendering wireframes next to fully rendered versions of the model.

Also, I’m super-stoked about the front page placement on 3dTotal.  For those of you who don’t know, 3dTotal is the source of 3d industry news, tutorials, and texture CDs.

Introduction to 3dsMax ProBooleans

Written September 27th, 2009
Categories: Blog
4 comments
3dsMax Boolean Types

3dsMax Boolean Types

Booleans have been in 3dsMax as far back as most of us can remember. It’s a powerful object type that allows you to combine objects together using a Boolean operation.  You can combine two together to form a new, unified mesh, or subtract them from eachother and create shapes that would otherwise take a very long time to create.  If you’re coming from Bryce or Vue you’ll find that Booleans are a delightful (but slightly bitter) taste of home.  ProBooleans clean up and add to the ordinary Boolean object in many ways that we’ll outline shortly.  It actually makes it the indispensable 3dsMax tool it was meant to be.

In this primer paper, I’ll be walking you through the ProBoolean compound object in 3dsMax. We’ll first do a deep dive into the features available in this tool, followed by when you should use Booleans and some techniques for doing so.

ProBoolean in 3dsMax

ProBooleans in 3dsMax are a glorious thing.  Back in 2004 I was quoted as saying (with some exaggeration) that “I could die happy if ProBooleans was bundled with (the next shipment of) 3dsMax.”  To some extent this was true.  I learned on Bryce, so having a solid Boolean foundation starting out would’ve made my transition much easier.  Let’s take a scenic drive through each of the aspects of this tool, and I’ll try not to get too gushy.

Pick Boolean Rollout

3dsMax Boolean Instance Options

3dsMax Boolean Types

The 3dsMax Boolean operand instancing types are identical to the ones in the original boolean object.  You can choose how your object is brought into the boolean hierarchy, and this can give you tremendous leverage over the final object.

Reference – The operand is instanced into the hierarchy, but modifications can only be made to the original object (the one not in the ProBoolean object).
Copy- The operand is duplicated and brought into the hierarchywithout any instancing.
Move- The operand is put directly into the heirarchy, and it exists only in the Boolean object.
Instance- The operand is instanced and moved into the Booleanhierarchy.  Modifications can be made to the original or to the instance in the Boolean object.

ProBoolean Parameters Rollout

The parameters rollout is where you’ll find the meat and potatoes of ProBooleans in 3dsMax.  From top to bottom, it contains 5 sections- Operation, Display, Apply Material, Sub-object Operations, and the Heirarchy viewer.

Operation

Examples: Click to Enlarge

Examples of 3dsMax Boolean Operations

This group handles what Boolean operation to execute on the objects.  Remember that this is the operation you want the selected object to execute.  I.E. “I want this object that I picked to be a subtraction from the object that I have currently selected.”  You’ll find the rundown below:

  1. Union- Combines the objects together into a single mesh.  The volume is combined as well.
  2. Intersection- Creates an object in the area where all objects share some volume.
  3. Subtraction- Removes the volume defined by the operand from the parent.
  4. Merge- Attaches the objects together (similar to Editable Poly’s “Attach”), but cuts the objects where faces intersect.
  5. Cookie- Conducts the requested operation (Union, Intersection, Subtraction, or Merge) but removes faces created by the operand.
  6. Imprint- Overrides the selected operation and simply cuts the parent object where the operand intersected it.

Display

This group is pretty self-explanatory.  It determines whether you’d like to see the result of the Boolean operations, or the 3dsMax objects that make up that result.

Apply Material

Operand Materials

Operand Materials

This group handles how you’d like materials to be handled during the boolean operation.  ”Apply Operand Material” will apply the incoming object’s material to the faces it creates.  Click on the image on the left to expand it.  If we had set this operation to “Retain Original Material”, the entire box would still be grey.

Sub-object Operations

3dsMax ProBoolean Parameters/Options

3dsMax ProBoolean Parameters

This is where things get interesting.  Suppose you’ve inserted an object into the ProBoolean heirarchy and suddenly you need it back or need to delete it.  ”Sub-object Operations” is where you’ll find that kind of functionality.  The “Extract Selected” button will do just that- extract the selected object in the Heirarchy Viewer according to the extraction method you’ve chosen.  You have 3 extraction methods to choose from:

  1. Remove- This will extract the object from the heirarchy and leave you with the original object.
  2. Copy- This will create a copy of the object that you may manipulate independent of the original in the ProBoolean heirarchy.
  3. Inst- This is short for “Instance” and will create an instance of the object that you may manipulate in order to impact the Boolean object.

Besides this you’ll see “Reorder Ops” which will change the position of the selected object to whatever the number is in the spinner.  By default it’s set to one, which will move the selected object to the top of the chain- just after the base object.  Finally, the “Change Operation” button will change the net operation of the selected object to whatever is selected in the “Operation” group.

Advanced Parameters Rollout

3dsMax Boolean Instance Options

Advanced Parameters

Update

This group will control how the Boolean object is updated.  If you’ve got a chain of operations that contains extremely complicated operands, you’ll probably want to keep the updating to a minimum to keep things snappy.  While the default is set to “Always” you could set your updating mode to accommodate more complex situations.

Decimation

Decimation controls the optimization that 3dsMax does after the ProBoolean operations are complete.  You can think of it as a cleaner, smarter “Optimize” modifier that comes with the package.  The percentage value represents the percentage of edges that are removed from the final object.  The higher this value, the more optimized the mesh becomes.

Levels of ProBoolean Decimation

Levels of ProBoolean Decimation

Quadrilateral Tessellation

ProBoolean Quadrilateral Tessellation

ProBoolean Quadrilateral Tessellation

When enabled, this feature will convert the final object into an all-quads 3d mesh.  This is an excellent feature if you’re looking to meshsmooth the final result.  While the final polycount will be quite high, this can be very useful for certain situations.

Planar Edge Removal

Having control over how ProBoolean deals with geometrically meaningless edges can be quite important.  You’ll find this most useful when you’re combining objects that have coplanar, adjacent faces that have different materials.  Sometimes ProBoolean will ignore the different materials and remove faces anyway, and this can cause problems.  Know that you can control this change from the “Planar Edge Removal” group.

When and How to use Booleans in 3dsMax

I recently created a Monday Movie showing you how to use the ProBoolean compound object to create meshsmoothed text in 3dsMax.   That’s just one example of what you can do with this feature.

I’ve found ProBooleans to be most useful for creating custom parts for mechanical renderings.  With the quadrilateral tessellation, you can take this a step further in order to meshsmooth the result.  Take a look at the images below that show a basic object being built using ProBooleans.  Something of this complexity might take significantly longer to produce using polymodeling.  ProBooleans allow you to virtually ignore mesh structure in favor of form.  It allows you to say “I don’t care what the mesh structure looks like, I just want an object that looks like this.”  While this tends to yield relatively polygon-intensive objects, it can be a big timesaver.

Take a look at the workflow below.  If you’re feeling adventurous, try doing what I did but then applying the quadrilateral tessellation and a bend modifier.

Example Operation with ProBooleans

Example Operation with ProBooleans – Click to Enlarge

You can really go pretty crazy with ProBooleans as soon as you get a feel for what’s possible.  If you go easy on the tessellation, you can get some great effects at relatively little incremental polygons over modeling it by hand.

3dsMax ProBooleans are Addictive!

3dsMax ProBooleans are Addictive!

Until recently, the only advantage ordinary Booleans had over ProBooleans in 3dsMax was that they were exposed to MaxScript.  However, even now this has been met with the exposure of ProBoolean to the scripting language.  As far as I know, Booleans remain in the 3d Studio Max package for legacy support reasons.

Common Errors

ProBoolean_Invalid_Boolean_ErrorThe single most common error with 3dsMax ProBooleans is “Invalid Boolean” or “Check Operands for Self Intersection”.  This is commonly caused by having a ProBoolean object wrapping another ProBoolean object where the child object made no changes.  It’s caused by clicking ProBoolean twice on an object and then trying to select operands.  You can fix it by extracting the original object, and creating just one “ProBoolean” layer.

This happens all the time, don’t sweat it too much.

Another common issue is that ProBooleans crashes 3dsMax for extremely complex or taxing objects.  You’ll just add an operand, and 3dsMax will stall and stop responding.  This, too, happens all the time.  Booleans are a tricky object type and they are naturally rather resource intensive.  Remember to give the program plenty of room to breathe, and if it starts acting sluggish or stops responding, don’t click around wildly.  70% of the time, the program will finish what it’s doing in about 10 seconds and recover from the crash.  Remember that nothing beats saving often.  I have Ctrl+Alt+S wired to “save-incremental”.  Every project of mine easily has dozens of incremental scene files.

If you find that your computer is struggling to keep up with a ProBoolean object in your scene, you can always apply an “edit mesh” modifier to help keep things snappy.

Another common problem is subtraction artifacts, though these are much less frequent in ProBooleans than in ordinary Boolean objects.  Even then artifacts don’t often come up in Max 2009 or higher.  When they do happen, they tend to occur when 3dsMax mistakenly inserts additional vertices along the edges in a subtraction.  While ordinarly this shouldn’t cause any problems if you’re not worrying about meshflow, they can cause problems in the polygon normals causing a strange tearing effect.  However, if this is still important, or if you’re getting artifacts on planar surfaces, you might want to read Bracer’s Vertex Cleanup Tutorial.

And there you have it.  In this paper we’ve laid down a foundation for using ProBooleans in 3dsMax.  Now go play around with the toolset and start crashing the program.  If you’re not crashing 3dsMax at least once per week, it means you aren’t trying enough new things!

3dsMax Booleans

Written September 27th, 2009
Categories: Blog
1 Comment »

Hosting Issues

Written September 26th, 2009
Categories: Blog
No Comments »

Hey all,

Wanted to let you know that my webhost (IXWebhosting) is having some trouble keeping my site up. I’m going to give them a very stern talking to, and I’m considering migrating the site to somewhere with a better up time.

Again, sorry for the dodgy serving.

ProBoolean Keyhole

Written September 21st, 2009
Categories: Modeling, Videos
1 Comment »

Hey everyone!

This week’s movie is in response to a question from the forums- how to create a keyhole in a meshsmoothed object in 3dsMax. It’s actually pretty easy when you’re using ProBooleans! I’ll show you how to model this in without having to get too deep in the mesh topology. It’s a little crude, but effective if there’s not going to be too much viewer focus on your 3d lock.

Meshsmoothed Text

Written September 16th, 2009
Categories: Modeling, Videos
6 comments

Hey everyone,

This week I’ll be showing you how to create meshsmoothed text in 3dsMax.  Ordinarily, this is difficult to do because ordinary extruded text shapes create very complex polygons on the top and bottom of each letter. Thus, turbosmooth has a difficult time handling the smoothing operation. Since chamfering the edges along each 3d letter doesn’t always work, we’ll be using the quadrilateral tessellation in the ProBoolean object in order to resolve those pesky mesh structure problems!

Optimal YouTube Upload Format

Written September 11th, 2009
Categories: Articles, Import / Export
1 Comment »

Updated 01/06/2010

YouTube.com is the largest video portal in the world, bar none.  Over 10 hours of video are uploaded to YouTube every minute, and if you want your videos to survive in that kind of environment you’ll need to upload in the highest quality possible.  In this post, I’ll show you how I get the highest quality uploads for my Monday Movie series using free software.  Once you know what the best YouTube upload format is, you’ll be good to go!

Read the Manual

I know this sounds silly, but the best thing you can do is read the YouTube Handbook.  It goes over lots of helpful techniques on everything from the best upload formats to executing a perfect timelapse shot.

Below you’ll find a copy of their upload specifications as of 9/12/2008

YouTube can accept almost any video format for upload, but for most users we have found the following settings give the best results.

    Video Format: H.264, MPEG-2 or MPEG-4 preferred
  • Aspect Ratio: Native aspect ratio without letterboxing (examples: 4:3, 16:9)
  • Resolution: 640×360 (16:9) or 480×360 (4:3) recommended
  • Audio Format: MP3 or AAC preferred
  • Frames per second: 30
  • Maximum length: 10 minutes (we recommend 2-3 minutes)
  • Maximum file size: 1 GB

You’ll notice that it’s pretty cut and dried, but they don’t give you much indication of how to go about reaching these requirements.

Getting the best YouTube upload quality basically stacks up into two big categories; resizing and encoding.  Briefly, you’ll want to upload at either of the recommended resolutions, and then alter your encoding quality.

Resizing

My Resize Settings

My Resize Settings

Once I’m done editing my footage, I use VirtualDub (a free software) to encode and resize my footage.  The resizing operation is a filter that you can apply (CTRL+F).  My videos start off much larger than the final 640×360.

Edit: I’ve since switched to HD formats as YouTube is now doing full-size encoding.  My uploads are now 1280×720 and YouTube handles the resizing from there.

Notice in this screenshot that I’m using the Lanczos resize filter.  This is an extremely important point- that’s why it’s in bold and has this accompanying statement.  Using the ordinary bicubic filter will massively shortchange the high-frequency detail in your footage.  By using this resizing filter, you’re keeping the tinest details and packing it into that 640×360 frame.

I also resize down to 640×360- the recommended widescreen size in the YouTube upload format specification.  I’ve had incredible success with it because YouTube doesn’t do any resizing when the resolution is correct coming in.  For nobodys like me, this is good because it keeps the control in my hands.

Edit: This has come a long way since Jan 2009.  Youtube’s resizing has been good for me.

Encoding

VirtualDub Compression Settings- Click to Enlarge

VirtualDub Compression Settings

I use H.264 for uploading to YouTube.  I’ve found a free encoding library called FFDShow that lets you get into this format from Premier, Virtual Dub, or any other software that can access your installed codecs.

You can find the compression dialogue under Ctrl+P in VirtualDub, and you’ll find that the settings for H264 are very robust.  I don’t mess with the defaults much, but since my videos are so short and don’t have much movement, I hike up the quality as high as it’ll go.  I’m pretty sure people more savvy than I could make fuller use of this codec- I just wanted to show you the basics.

Done!

That’s it!  Just upload the file and within a few minutes YouTube will have it encoded and ready for you to work with.  You’ll find that it’s really a lot simpler than you think, and your videos can get a massive quality boost when uploaded.

The Secrets of Google Maps Revealed

Written September 11th, 2009
Categories: Blog
No Comments »

I’m not sure if this is 3d or stop motion, but I’ll try to find out.

3dsMax UVW Mapping Video Tutorial

Written September 10th, 2009
Categories: Blog
No Comments »

Hey all,

3DTotal has a great video tutorial about UVW mapping a head object in 3d Studio Max.  It takes a good look at the edit UVWs window and some of the tools you’ll need for organic objects.

This short tutorial looks at a quick and effective method of mapping and unwrapping a head by way of a cylindrical map.

3dsMax Head UVW Mapping

3dsMax Head UVW Mapping

Pre-Rendering

Written September 10th, 2009
Categories: Materials / Shaders, UVWs / Texturing, Videos
No Comments »

Hey all!

There are no excuses for this exceptionally tardy post. I fixed my computer problem back on Monday (turns out I’ve got two bad sticks of RAM). Then I contracted a nasty virus the same day, so I’ve had two delirious days where I could’ve posted the video. I’ll try to make it up to you on the next one. I’m thinking of a double feature on uploading to YouTube since I’ve been getting a lot of questions about that over the last few months. Think that might be useful? Let me know in the comments!

This last week is a good one! We’re looking at an old school technique where you can render an object in 3dsMax, extract the diffuse map and alpha map, and then re-use them as elements in another render. It seems rather simple, but it’s actually a very powerful 3d technique! We Bryce 3d users used to use it back in the old days to pack detail into a scene that our computers might not otherwise be able to handle. Alpha mapped plane objects should be part of any modeler’s pipeline- especially you low-poly junkies out there!

Sit Tight

Written September 7th, 2009
Categories: Blog
No Comments »

Hey Everyone,

I realize this week’s 3ds Max tidbit is a little slow coming today. I’ve been out of town at PAX 2009, and my computer has had a crippling RAM/BSOD problem for the last few weeks. I’ll have it cleared up in a jiffy, and get the next movie pumped out to you as soon as possible!

Lumpy Welding

Written September 1st, 2009
Categories: Modeling, Videos
2 comments

Hey everyone,

Sorry for the delay this week- I’ve been out of town and everyone wants a piece of my time. This is a high priority for me so don’t worry- the Monday Movies aren’t on the chopping block.

This week we’re looking at how you can quickly add some lumpy welding to pipes in 3dsMax. It’s a relatively simple 3d technique. Just copy the objects you want to “weld” together, and convert them to editable mesh or editable poly. Then use a boolean operation to cut one out of the other. Convert the result to an editable poly object, and select the boarder of the hole you just made. When you detach it as a spline, you’ll have the mesh you need to create the effect!

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