3ds Max 2010 Review: New Modeling Tools, New UI

This week I received the new 3ds Max 2010. I will be putting it through the paces, paying specific attention to the new additions. As you may have seen in Autodesk's press notes for the product, there are more than 100 new additions to the modeling toolset alone, so I will have lots to cover. 3ds Max 2010 is available as of this week for $3,495 or as an upgrade from 3ds Max 2009 for $895.
Posted In | Magazines: VFXWorld

Out of the 100+ new Graphite tools, here are some of my favorites:

 

  • Optimize -- With a single tool, users can now do heavy-duty mesh optimization and mesh-flow tweaking without switching tools. Once this is activated and using various key combos (shift/alt/ctl), you can delete rings, loops, edges, etc with a single click. This is incredibly useful for those that use Box Modeling and find themselves with too high a polycount. Of course, this is also handy for optimizing game models that were built without frugality in mind. In the accompanying image, I hand-optimized this 15,000 polygon mesh to 3,000 polygons in about 60 seconds. No automation. That is pretty amazing.

     

  • Topology -- Ahhh...this is my favorite tool in Silo and I am so happy to see it here in 3ds Max. With Topology, you can take a high poly model from a painting application like ZBrush or Mudbox and simply "draw" your new low poly re-topology onto it. Imagine taking a black marker and drawing a grid on a sculpture and then poof! Your drawn web becomes a new mesh. This allows for total freedom in paint/sculpt tools without worrying about your final topology until the sculpt looks its best. In the accompanying images, you can see an original, messy mesh, the Topology-drawn mash and the final smoothed mesh. This drawn Topology took about 30 seconds to create.

 

  • Loop Tools -- there is a small mountain of excellent tools in this area, from auto-selection of loops/edges, customizable selection and edge skipping, auto-connecting and averaging of loop placement (Flow Connect and Set Flow). There is a lot here so I cannot dive in too deeply.

     

  • Freeform -- this section allows the modeler to create handmade structures from scratch or by conforming to the underlying structure of a mesh, making re-topology a much easier task.

Review
The viewport itself has a handful of interesting enhancements under the Review moniker, most of which I am finding really useful. These enhancements can fall under two main categories: Hardware Shading and XView. Seen in the images, Hardware Shading simply allows the user to see advances lighting in the viewport, including hard or soft shadows, ambient occlusion and exposure control. XView is a sort of debugging device. It will analyze the scene and display important info based on the option chosen. Things like Open Edges, Overlapping Faces, T-Vertices and Isolated Vertices are among the available options. These are quite helpful for those using game, animation or rendering pipelines.







Comments


ecxpTFw (not verified) | Sun, 08/28/2011 - 19:41 | Permalink

hello subhankar,
i've read that you looking for good tutorials. maybe this is something for you:
http://cg.tutsplus.com/
lots of good and long tutorials and even a tutorial to the new graphite modeling tools you just have to search for it.
greetings

amigastar (not verified) | Tue, 11/03/2009 - 11:24 | Permalink

Respected sir,
i am subhankar,from Delhi,i read your Review,it's realy good...It's Realy good news for us...
sir,i want to be a good modeler.i love modeling part...
Basicaly, i am selfstudy person..i am practicing a lot of time,in modeling part...
i know rigging..(not mouch more)...
i need a good modeling tutorial...If its possible please provide me...
i wait for your responce....
Thanking you,
subhankar.

subhankar maity (not verified) | Mon, 10/12/2009 - 21:28 | Permalink

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