Here we learn how to use the section tool found in the Shapes category to create 2D sections out of 3D objects and export them to other programs like AutoCAD.
Whenever you have a numeric field in 3ds Max, you can use a nice little feature called Numerical Expression Evaluator. Just click inside that field and press CTRL+N to open the Numerical Expression Evaluator dialog. In this small dialog, you can perform math operations and paste the results back into the field.
In this video, we will learn about two features that will help us in our 2D drawing in 3DS Max. They are hidden by default, so we add them to the main toolbar after creating a toolbar for them.
In this video, we will deal with the problem of the wrong orientation of spline extrusion that can occur when you import shapes from other applications like AutoCAD. For more in-depth knowledge on this matter, please check out this video: https://youtu.be/CpN_-fLBQLQ
In this tutorial, we will learn how to use the Attribute Holder modifier. This modifier serves as a container, and we will use it to instantiate some of the parameters that belong to some of the modifiers in the stack so that we can change them in one place. This is useful because it can save us a lot of time. With many modifiers in the stack, it's time-consuming to go down and enter the modifier to change the values. Sometimes, we might even forget in which modifier the parameter that we are looking for is.
In addition, we will learn about the Animate option in the Edit Poly modifier.
Sometimes you need your transform gizmo to be oriented in a certain way other than the typical orientations, to perform operations like Move, Rotate, and Scale. Starting from Max 2023, we have this nice tool called the 'Snap Working Pivot' Tool, which allows us to do that, and it comes with multiple options to help us create and manipulate the working pivot point. In addition to that, it gives us the possibility to extract a construction plane from the created working pivot. This tool is useful in many areas, like transforming objects, rigging, animations, Smart Extrude at minute 13:05, etc. So watch the video until the end to learn about this tool and its various options.
This tutorial will show you how to control the width, height, and length of objects that are not parametric, which means you don't have access to the spinners that determine these parameters. You'll also learn some additional tips on how to quickly play with values inside spinners and how to quickly change the pivot location.
In this tutorial, we will learn about the CreaseSet modifier. This modifier will allow you, when using the OpenSubdiv modifier, to create sets from edges or vertices, and for each set, you can customize the level of smoothness/sharpness. We will also learn about the other parameters that can help us work more efficiently with this modifier.
Max demo file used in this tutorial: https://drive.google.com/file/d/14whlSncOxM9NqpnVFMEkQTCPswdW8ej4/view?usp=sharing
When you add fillets and chamfers to your 2D shapes, then add modifiers and start modeling, if suddenly you decide to adjust these fillets and chamfers, it will be a problem. In this video, we will learn how to keep things parametric by using the Spline Chamfer modifier. This modifier also works on Sub-Object selections, as you will see in this video. You will learn all this modifier's parameters.
In this tutorial, we will learn how to add vertices where splines intersect. Also, in the end, we will see one scenario where this technique might be useful.
In this series, we will learn about the powerful 2D tool called ShapeBoolean, where you can combine multiple shapes, closed or open, to form a resulting shape using various methods. In this first part, we will learn 3 different methods: Union, Subtract, and Intersect. Also, we will see the importance of the order we choose the combined shapes, plus the nice feature of adding a Fillet or Chamfer to those combined shapes.
In this second part of the ShapeBoolean series, we'll take a look at 3 other methods for combining shapes: Sym.Diff. (=Symmetric Difference), Merge and Attach.
In this tutorial, we will learn about a new Compound Object called ShapeMerge. This object will help you to imprint/stamp a 2D shape onto a surface. It will also help you to cut out the 2D shape from that surface; you can also invert the cutout operation. This is a useful tool if you like to create a road on a land/landscape, or cut out a text, or any other closed shape pattern from a surface.
In this tutorial, we will start learning about a very powerful modeling tool in 3DS Max, called Loft, found in the Geometry, Compound Objects section. This tool needs a path and some cross sections, and it contains many powerful features to manipulate and customize the resulting geometry. This is the first video for the Loft tool series.
In Part 2 of the Loft tutorial series, we will check more possibilities with this powerful tool. We will learn about the Scale graph, which you find in the Deformations rollout.
In this video, we will continue with the Loft series. We will see some additional features in the Scale feature, plus we will learn about another feature called Twist.
In this quick 3DS Max tutorial, we will see how to quickly relocate the pivot point to some specific locations using the Transform Toolbox.
In this tutorial, we will learn about a very useful tool called Clone And Align. This tool will let you distribute one or more objects called the Source Objects onto one or more objects called Destination objects. This tool offers many features that allow you to customize the way the distribution should take place.
In this tutorial, we will learn how to convert a procedural map into a regular texture map. This is useful when you try to export your model to another software, since those procedural maps belong to Max and they are generated using an algorithm.
In this tutorial, we will see how we can bind sub-object elements to an external object using a modifier called Linked XForm, so that when modifying the transforms of this object, the sub-object elements will be affected. We will discuss three different scenarios where this modifier can be useful. Of course, you can think of different scenarios of your own. Also, we will see how we can animate the external objects and have the sub-object elements animated without really creating any keyframes for them.