“3ds Max 2021.3 is designed to further aid in rapid model design for artists, offering a range of tools that improve model iteration and refinement and powerful capabilities that simplify workflows,” said Chip Weatherman, chief product owner, Autodesk Media and Entertainment division.ģds Max 2021.3 feature highlights include:Įnhanced Materials and Shaders: Speed creation of PBR or physical materials by loading a range of texture files with new PBR Import. Tool enhancements include viewport improvements, new remeshing algorithms, enhanced materials and shaders, faster GPU rendering with Arnold 6.1 and upgraded security features. Dynamesh is great for when you need to pull entire arms and legs out of a sphere or when you're doing some freehand conceptual type of work, but I find that once all the have the big shapes and general silhouette are established then its a good time to turn dynamesh off, zremesh the model into a clean lower res base, and then start introducing subdivision levels while working it into the final sculpt.SAN RAFAEL, CA – Autodesk has launched 3ds Max 2021.3, a robust and feature-loaded update developed to improve modeling efficiency and creative output for artist workflows. ![]() If you don't nail the larger forms early on then it can be harder to go back and adjust them once you've increased the resolution. Unless you have a firm grasp on things then sculpting with dynamesh alone has the potential to lead to noticeably blobby results. I think it can be a beneficial step when using dynamesh (which itself is a form of retopology). They are not a requirement for the end result, but rather they can make it easier to work on the sculpt (which can make it easier to get to the end result). There are different forms of retopology, and some of them can definitely still be useful for illustration. If it animates, even a little, or if this is going to be used for something like a game or as a portfolio piece, then definitely do all the other steps. I would say that if the goal is to get the single shot of the model then forget about any of the fancy stuff like retopology, laying out good UVs, baking displacements, etc. Probably depends on the renderer you use. Maybe displacement maps will speed up your render, maybe they won't. For raytraced renders I can't imagine there's much difference. optional? Like if this was a game character, of course, bake down as much detail as possible into that displacement map. Likewise, generating displacement maps is. Painting onto bad UVs is alright w/ 3D painting workflows. Painting onto bad UVs is awful w/ 2D painting workflows. As long as none of the polygons overlap and they are all represented nicely (proportionally with little distortion and with some gaps between the different islands) you should be able to use them w/ substance since you'll probably just be painting on the model anyway. But if you're just doing this for the render and you want to get it done quickly, just let ZBrush or whatever program you have lay them out automatically and don't bother adjusting them manually. Maybe this is just me, but my philosophy about UVs has always been "lay them out carefully if you're using textures sourced from somewhere else, or you will be painting onto them". Although I guess if this is going into some portfolio and you plan on showing it off, having good topology there is definitely a plus. Retopology really only helps you if you need to animate (or if you just have so many polygons that your workflow becomes impossible). Is retopo and unwrapping in 3ds max a waste of time considering I won't care about animation or perfect UVs? After that, my plan was to export a displacement map via ZBrush, do spec/roughness, diffuse and other additional maps in subtance and then hair and rendering in 3dsmax/VRay. Or if I should just take the dynamesh, zremesh it, uv master, subdivide and add details. ![]() I'm unsure tho if I should just export the dynamesh, retopo it (in 3ds max), unwrap it, get it back into ZBrush, subdivide and add details. I just want to do a still image, no posing or animation. I'm not sure what the proper workflow would be tho. I've arrived at a point where I think I should stop using dynamesh and now move to regular subdivision and add detail. After watching a few videos on some of the general ins-and-outs of the program, I decided that a head starting from a sphere using dynamesh would be a decent way to practice/learn/get used to the interface/hotkeys/quirks/workflow of ZBrush. I finally decided to learn a little bit of ZBrush.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |