Big News! 3ds Max 2021 Is Now Available

Big News! 3ds Max 2021 Is Now Available

Hey guys! You know? 3ds Max has updated the new version 3ds Max 2021.1. As the leading cloud rendering service provider, Fox Renderfarm, will check out the new features in the lately released 3ds Max 2021.1 with you together, including texture baking improvements, Arnold as Default Renderer, expanded PBR workflow capabilities, viewport, fluid and modeling tool enhancements.

The feature-rich update is targeted at modernizing and upgrading performance for artist workflows across design visualization and media and entertainment disciplines.

Bake to Texture:

  • Output now supports multi-tile UV mapping (UDIM)
  • Animated map outputs are now supported as well as multiple animated frames
  • Various usability improvements.

Model courtesy of TurboSquid and their artist, Luke_Ahearn.

Fluids:

  • The Fluid loader is now exposed so that object types such as particle systems can work with the data
  • The Velocity channel now reports correct information when not using meters as your default scene scale. This fix will enable motion blur in your renderer
  • PRT now supports a signed and unsigned integer values (via .ini change).

Interactive Extrusion and Inset:

  • Users can now utilize a Shift+Drag (left mouse button) with the Move transform tool to extrude polygon component selections when using an Editable Poly or an Edit Poly modifier
  • Shift+Drag with the Scale transform tool now performs a polygonal inset action on selected polygon component selections when using an Editable Poly or an Edit Poly modifier
  • Clone/Copy actions are now performed with Ctrl+Shift+Drag when using the Move transform tool on the polygon component on and Editable Poly or an Edit Poly modifier.

Viewport Improvements:

  • Depth of field now affects the environment map
  • Vignetting scale is now the same value as defined in the camera
  • Matte/Shadows material now work in the viewport
  • Each view can now have its own exposure, white-balance and vignette settings.

Arnold Renderer:

  • MAXtoA 4.0.4
  • AOV token system
  • Animation support for Alembic
  • Increased shader spinner accuracy
  • Bake to Texture support for projection of normals from high to low resolution, normals spaces, and Mikkt.

Enhancements and Changes

Weighted Normals Modifier

Now includes support for multi-threaded processing to enhance speed and performance when performing calculations as well as other stability improvements.

Explicit Normals Preservation for Mesh

Applying an Edit Mesh modifier no longer invalidates explicit normals, nor do the following actions: Attach, Detach to Object, Detach to Element, Clone to Object, Clone to Element, Detach as Clone to Element.

PBR Material

Both PBR materials now support displacement.

Shared Views

Shared Views now supports Physical material.

SketchUp Model Importation

There is improved handling of internal edge visibility, improving the imported mesh quality, and SketchUp 2020 models are now supported.

Slate Material Editor

The Slate Material Editor now pans and zooms smoother and faster when using a 4k monitor. In addition, the Search field has been improved to perform global search through all materials and maps in the editor. For example, if you were searching for the Advanced Wood map and typed "wood," the old search would not find it but now it will.

Render Output Size

HDTV resolution of 1280 x 720 is the new default output size.

UDIM Display

When you work with UDIM, you are now able to view all textures in the viewport when using the Bitmap Lookup OSL shader, instead of just viewing one as when using the Multi-Tile map.

User Defined Defaults

Allows you to set your own default values for ParamBlock2 supported spinner, radial, checkbox, or input field through MAXScript calls.

Viewport

Depth of field now affects the environment map, the vignetting scale is now the same value as defined in the camera, Matte/Shadows materials now work in the viewport, and each viewport can now have their own exposure, white-balance and vignette settings.

Conclusion

These are all the update points of 3ds Max 2021.1. Let's make more good artworks with 3ds Max in the future! As a leading cloud render farm, Fox Renderfarm, will continue to bring you the latest news about 3ds Max. Thank you for reading!

From: http://help.autodesk.com/view/3DSMAX/2021/ENU/?guid=GUID-9C24A540-EDA3-4BE3-BBF6-EB5C005BE8CC

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3ds Max Modeling Tutorial: Hard Surface Modeling (3)
3ds Max Modeling Tutorial: Hard Surface Modeling (3)
For example, if we want to make such a more complicated robot model, what should we do? StructureBuild a rough head model structure, paying attention to the overall proportional structure. First of all, don't rush to make a detailed structure, we must first build the overall outline of the model.!3D Tutorials Hard Surface ModelingIn this way, the key structure of the model is roughly constructed, without worrying about the details of the model, just the simplest geometry. For this model, it is a symmetrical structure, so we only need to make half of the head, and then copy the other half with symmetry. After ensuring that the proportional relationship is basically accurate, we can move on to the next step. DetailsRefine the preliminary model, and further make the topological structure, pay attention to the quasi-structure line with uniform and appropriate wiring. The next step is to add details, follow the reference to make some lines of the concave and convex structure of the model, this step needs to be as accurate as possible. The surface and line parts need to be as reasonable as possible,More subdivision is needed for smooth areas, less subdivision for flat areas, and the curvature of the model is adjusted.Finally, the topological structure of the model is made. The following is to make the topological structure of the model.!3D Tutorials Hard Surface ModelingFor this model, it is more complicated, and the key consideration is the red shell part. Although the other parts look complicated, they are actually composed of relatively simple small parts, which are easier to handle.!3D Tutorials Hard Surface ModelingContinue to add details and deal with parts of the hard surface model. Since there are many problems will be encountered at this stage, adjustments and changes are required.!3D Tutorials Hard Surface ModelingTips: During this process, we can press the Q key to quickly open and close the subdivision surface to check the effect of the model.After that is the production of eye sockets, ears and other structures. These are not difficult, but require patience and time. Finally, some small parts will be added to perfect some deficiencies.!3D Tutorials Hard Surface Modeling!3D Tutorials Hard Surface ModelingNow the model is basically completed.!3D Tutorials Hard Surface ModelingFox Renderfarm hopes it will be of some help to you. As you know, Fox Renderfarm is an excellent cloud render farm in the CG world, so if you need to find a render farm, why not try Fox Renderfarm, which is offering a free $25 trial for new users? Thanks for reading!
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2020-10-10
3ds Max Modeling Tutorial: Hard Surface Modeling (2)
3ds Max Modeling Tutorial: Hard Surface Modeling (2)
According to the principle mentioned above, the closer the line is, the harder the structure.!3D Tutorials Hard Surface Modeling Diamond structureThe diamond structure is a very important and practical technique in modeling.!3D Tutorials Hard Surface ModelingThe shield model and the top six lines finally converge on the bottom corner. Because the upper part of the shield is a relatively wide structure, we need more faces to form its structure. But the bottom corner is a very small structure, and we don't need so many faces. This wiring will make the bottom surface look very crowded, wasting a lot of surfaces, and it is also very inconvenient for subsequent modifications. So, how should we optimize the lines here? This requires the so-called diamond structure.!3D Tutorials Hard Surface ModelingAfter the modification, the upper part of the model still has six faces, but at the bottom corners, there is only one face. Such lines are evenly distributed on the model. By using the diamond structure many times, the number of faces can be gradually reduced, and the wiring of the model can be more optimized.At the same time, the diamond structure can not only play the role of lowering the surface, but also can play the role of raising the surface. If we look at the wiring in reverse, it actually starts from the bottom side and gradually increases the number of sides to the top six sides. We must flexibly use the positive and negative effects of the diamond structure according to the different situations of the model. SemicircleSometimes the model may need to have some very regular structures. For example, this model has a semicircular structure on top and bottom. The best choice is to use some basic shapes to make it. The cylindrical shape is probably used the most.!3D Tutorials Hard Surface ModelingFirst create a cylinder and adjust the size of the lower cylinder. The parameters here are set as integers as much as possible to facilitate the matching of the size of the lower cylinder. At the same time, it needs to reduce the number of segments of the cylinder, so there is no need for so many segments, leaving 12 segments.!3D Tutorials Hard Surface ModelingDelete the unused half of the surface and extrude the structure below; create a new cylinder, reuse the shape again, adjust the parameters of the bottom cylinder, and pay attention to matching the size of the structure above.!3D Tutorials Hard Surface ModelingThen we can select all the lines at the break and use the stitching tool to connect the two structures. The last is some follow-up work, cleaning up the number of faces and so on.!3D Tutorials Hard Surface ModelingNow follow the best CPU&GPU render farm to the next part: 3ds Max Modeling Tutorial: Hard Surface Modeling (3)").
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2020-10-09
3ds Max Modeling Tutorial: Hard Surface Modeling (1)
3ds Max Modeling Tutorial: Hard Surface Modeling (1)
The fast and affordable cloud rendering services provider, Fox Renderfarm still share with you 3ds Max modeling tutorials. In this project, we will learn to use 3ds Max's hard surface modeling technology to practice making a robot head. In this process, we will also explain some points that need to be paid attention to in the production. NURBSWhen using NURBS to make a model, the position of the point and the distance between the points determine the curvature of the NURBS. The closer one point to another, the harder the structure.!3D Tutorials Hard Surface ModelingThis is a figure drawn by NURBS. The mode of the spline is B-spline. Five key points constitute this figure.!3D Tutorials Hard Surface ModelingNext, start drawing with polygons and place the five points of the polygon at the same positions as the five vertices of the B-spline, and finally add subdivisions.At this time, it can be found that the curvature of the graphics obtained by using polygons and subdivision surfaces is almost the same as that of the graphics drawn by using splines. Therefore, the principle of modeling using subdivision surfaces is similar to that of drawing splines. Editing the point, line and surface of a polygon is actually the same as using a pen to draw lines in PhotoShop. The steps are to draw the key points on the structure first, and finally get a smooth surface through these points.The above graphics are very smooth, so what should we do if we want the structure of the model to look harder?In fact, the method of making splines in B-spline mode is the same. Just add one or two points close to it next to the hard point, and the structure will become hard.!3D Tutorials Hard Surface ModelingThe figure below is a combination of polygons and subdivision surfaces. Similarly, as long as you add two very close points on the edge of the hard point, the result is the same.Therefore, when modeling with subdivision surfaces, the closer the points are, the harder the structure. Four-sided PrincipleAn important principle of polygon modeling is to try to ensure that all faces are four-sided faces, and avoid triangular faces and faces with more than four sides.!3D Tutorials Hard Surface ModelingThe reason is simple. When adding subdivision surfaces to the model, if there are triangles and more than four sides on the model, the result may be very bad.!3D Tutorials Hard Surface Modeling-16 PointsIn a polygon mesh, if a point is connected to more than four edges, it is easy to make the surface of the model not smooth, so there should be as few such points in the modeling process. If this point cannot be avoided, it can be placed in an unimportant place or on a flat surface.!3D Tutorials Hard Surface ModelingAs shown in the figure, this point is just on the middle crease line, resulting in an ugly pothole in the middle of the model. But if moved to the plane, there is no problem.!3D Tutorials Hard Surface ModelingNow please follow the best CPU&GPU render farm to our next part: 3ds Max Modeling Tutorial: Hard Surface Modeling (2)").
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2020-09-30
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