As a modeler, 3ds max is hard to beat.
It has a useful number of geometry classes including numerous parametric
primitives. They are great for beginners and pre-viz artists to
get quick results. It also has:
- Editable meshes, the legacy polygonal editing tool
- Editable polygons, the updated and more powerful modeling tools
with sophisticated features
- Splines: as construction primitives these Bezier based splines
are familiar for anybody with experience with a vector based
drawing package
- Patches: these allow for creating detailed surfaces by filling
the spaces between three and four sided hole in Bezier curve
lattice with patch geometry and NURBS surfaces
This variety of tools allows you to produce quality models in
a short amount of time. The NURBS tools are somewhat dated but
still functional. As far as flexibility and ease of use go, the
editable polygon class of geometry is difficult to match. This
class of geometry has been upgraded again in 3ds max 7. Combine
these with a customizable UI comprising of menus, icon based buttons,
hotkeys and gizmos that has been refined over 7 iterations of the
software and you can work in a way that suits you and create models
within a tight deadline.
New Modeling
Features
in 3ds max 7
Edit Poly modifier
This was perhaps the missing link from the editable polygon
geometry type. Now all the tools you've grown to love from the
editable polygon are available as a modifier. They are animatable
too! Just being able to have access to the edge loops tools ring
and loop at a modifier level is great! It's a pity that these edge
and loop selections aren't system-wide, for instance in the skin
modifier and the edit UVW modifier, without having to add additional
scripting. All the updates to the editable polygon base object
can be found in the modifier also.
Editable poly enhancements
Relax
Relax is now applied at the sub-object level so
that you can average out 'jaggies' in your model without the
need to make selections and add a modifier – a very useful tool
indeed.
Border: Bridge
This works at the border sub object like the Connect
Boolean object, allowing you to have full control of a
connection between two open holes in your model. This is perfect
for stitching a limb onto a hole in the body.
Preserve UVW
The model can be edited independently of the UVW
coordinates, allowing a modeler to make changes to the model
without ruining UVW coordinates. Vertices, edges and polygons
can slide underneath the map. Of course it cannot make adjustments
for major changes in form, but will allow you to move around
a few edge loops here and there without having to repaint your
model. This is a great 'get out of jail free card' for unexpected
hiccups in the intended pipeline.
Turn edges
With this enhancement, you can now edit the triangulation
with a single click of the mouse – an improvement
on the click and drag action required in older versions.
Paint selections
You can now paint a selection (as a system-wide
selection) which is very useful. It allows you to create and
add and remove from a selection with a round brush from any viewport.
It's another welcome alternative to the other marquee-based selection
tools.
Flatten polygon
The flatten polygon tool can now be used in X,
Y or Z dimensions, allowing you make co-planar polygons quickly
and easily.
Polygon sub-object: Select by angle
Polygons can now be selected according to the angle
they share with adjoining polygons, which means you can select
a whole face of a cube with one click, as adjoining faces will
likely be beyond your angle threshold.
Paint Deform for poly objects
Paint deform allows the user to use three operations (pull, push and relax)
along the surface normal of the polygon you are editing. It is
similar to the artisan tools in Maya. This is an invaluable tool
for the creation or normal maps and editing of both low and high
polygon models. As an artist chipping away at a model in the same
way you would a lump of clay, by adding to its surface or digging
away at it, the paint deform tool for poly objects is much more
intuitive but lacks the accuracy of directly moving specific vertices.
Paint soft selection
Rather than just having a soft selection falloff with
a radius from the nearest selected vertex, you can individually
paint the amount a vertex or face selected with colored feedback.
In the past this could only be achieved using a vertex paint modifier
followed by a volume select. This improvement in workflow is a
great gain for modelers and technical directors alike. |