Sunday, 8 November 2015

3DS Max Tips #4, peer review and own research

Lynda 2013 (Ross, 2013)

Compact Material Editor

  • M key to open material editor
  • Can change perview object 
  • Middle mouse click to rotate preview
  • Map is applied to a parameter of material e.g. its colour
  • Can drag sample slot onto object
  • Only 24 slots available, recycle by using get material and select standard, this will not affect anything in the scene 
  • Two materials of the same name can be changed between in the scene while keeping both types of materials 
  • Eyedropper tool useful for grabbing existent colours
  • Architectural gives simpler properties menu with useful presets for different real life materials like glass 
  • Specular high glossiness means lower spread - lower spec level and glossiness creates strong highlights
  • ActiveShade allows changes to be made while previewing final rendering - Perspective > Extended viewports > ActiveShade - any movement needs to be 're-initialised
  • Turning down opacity does not bend or refract light, to do so go to Maps > Refraction channel > Select materials - in this case raytrace 
  • Go to parent goes up on level of what has been edited


  • Slate Material Editor


    Slate material editor is newer version
  • Double click node to see parameters in similar view to the compact mode
  • Changing shader loses parameters and colours
  • Architectural and standard look much the same, standard gives more freedom
  • Drag output circle on to object in scene
  • Deleting nodes doesn't not necessarily delete it in the scene, drag back from scene materials - instance is version in scene, copy would be a new version
  • Deleting something not assigned gets rid of it forever, needs to be saved in sample slot
  • Tools menu option allows you to minimise some menus and tabs
  • Less diffuse means stronger specular highlights 
  • Realistic and illuminate with scene lights shows better idea of what it will finally look like
  • 150 for strong specular level is good, lower glossines makes it more focused, soften changes back light intensity 
  • Anisotropic lighting is good for hair - 'not the same in all directions'
  • More than one material on one object - create two separate materials, assign main material and apply, then select individual polygons and drag material on
  • Another method is to drag on a multi sub-object, create materials and assign in different slots on properties menu. Using first method, it will inherit the polygon selection and swap out the colours
  • Can change ID in modify tab, properties of multi sub object corresponds to this

    Peer Review

  • Initial thoughts - Joeseph has clearly thought about the universe and has a clear view of what he wants to replicate in his project. Reference images and even a 'GIF' aids this
  • Look and feel - Including the inspiration both from anecdotes and images in the moodboard are useful to keep focus and to demonstrate his vision to the marker
  • Storyboard - The models chosen are complex enough but still realistic. The sequence is not too animation heavy and will likely require minimal rigging. This is important as learning toward the end of the assignment that the animation is too complex would cause big problems
  • Pirate wheel - Joseph has shown this particular exercise and shows an understanding of the tools needed to create certain effects that may also be useful in his final models  
  • Sandcrawler - The sandcrawler is shown at different stages, first with it's base shape and then the detail in the back. This is effective as it shows his process but also allows for any issues and solutions to be documented 
  • Research (Comic Con) - This unique post shows he has gone beyond the week's content requirements and is using real world examples for inspiration and reference 
  • BB-8  - The simplicity of the model has allowed for more time to be spent on the other two. It is likely the detail will be more prominent when it comes to texturing with this choice of model
  • R524 - The different components of the model such as the leg are discussed in terms of the process without detailing each tiny component. This demonstrates he is conscious of the model at each stage
  • Improvements/final thoughts: The blog could benefit from more detail and evaluation of exercises but portrays a clear understand and vision of the end result with evidence of realistic, detailed models

Own Research

  • Slice On: When creating primitives such as spheres, it is likely a hemisphere will be needed at some point. This property allows you to cut the object to and from a certain angle to create a hemisphere in any desired direction. This is useful as it saves on time compared to other methods such boolean subtraction to half a sphere
  • Ctrl Backspace: When removing lines, the remove button is handy to safely delete the edge without removing the whole face. This doesn't however removed the lingering vertices. Using control back space on edges or vertices will remove both. This tool must be used carefully though as if an edge is necessary to main the shape it is connected to, this will either not work or could delete the whole face. Depending on how the model has been edit, it can also make sloped edges lose their definition.
  • Imprint: Used either with primitive shapes or a spline drawing, leaving an imprint in the same way you would subtract can be useful for creating surface detail that needs the edges defined on the face. Found under the boolean tools, this tool will likely be useful for R2D2's many panels. It does however create added edges if necessary so the shape has something to connect to.

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