First Look at the NEW 3DS MAX 2023!!!

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For the last 4 weeks I’ve been  playing around with the new 3ds Max   2023, let me show you what I’ve found. This video is sponsored by Autodesk. They  gave me early access to the new 3ds max 2023,   so I can test the new tools and features  and present them to you as soon as possible. I am sure you are very  excited, so let’s get started! First, let’s look at a major  update to the retopology modifier. I have a photo-scanned rock in my  scene. The mesh is crazy dense. I will add a retopology modifier  and show you new features. Now, we process complex mesh data way faster  using a new "Pre-process" option found here. When active, ReForm will generate a simplified  mesh that accurately follows the input geometry.   The remeshed data will then be used  to generate clean quad geometry. This simplified process removes the  need to prepare meshes with modifiers   like SubDivide or ProOptimize.  This is pretty cool, isn’t it? Face count on the other hand controls the  density of the mesh. Let’s make it more dense. You can control the progress here. At any time you can turn it off and  on without a need to compute it again. This new update also makes it possible  to propagate existing mesh data,   such as Smoothing Groups, UVs, Normals, and  Vertex color to the new Retopology mesh output. Here I have another photo scanned model  with the texture already unwrapped. Let’s add the retopology modifier. By checking the Auto Edge option,  I have the flexibility to transfer   important mesh data such  as UV Channel for example. Let’s click ‘compute’. This way the texture stays perfectly  unwrapped in the new retopology mesh. In addition, you still have access to  the original unwrap modifier’s result. It’s gonna be really useful when  working with photoscaned geometries   which are getting more and more popular. Now, we have a new selection method  inside the editable poly, let me show you. Here is the model of rocks  from my megascans library. I will enable polygon selection. Here it is - the occluded selection mode. When enabled, you will only select  polygons which are visible in the viewport. You may think that we got this option  before with ‘ignore backfacing’,   but this option only excludes polygons which  are facing the view with the back side. You can do a lot of cool things with that. For example you can select all the polygons  from the top view and detach the selection. Then you can use the new object  to create snow as I’ve done here. That’s just one way to use it, let me  know in the comments how you would use it. We have all been there, you’re  working on the huge project,   you’re super focused and suddenly, out of nowhere… What are your options now? Depending  on what type of person you are,   you either wait calmly for about 30 seconds, or… Turning autobacks off completely is not an option,  many times I lost hours of work because of that.   Thankfully now, there is a handy  solution for this issue, let me show you. Here we have the Auto Backup Toolbar. By default this icon will be  active when you open 3ds max. When it’s active max is looking for  any changes to your scene state. When something changes, it figures  out that autobackup should be done. As soon as I start working on something,  the timer will start the countdown. When the timer gets to zero,  the auto backup will be done. It’s awesome that you have a visual of when  the auto backup will be performed at all times. If you want to skip the auto backup, you  can reset it at any time using this icon. On top of that, there are some  improvements in auto backup preferences. You can quickly access preferences  by right clicking on this icon. In the previous version of max,  we got only these 3 options. Now we can also prepend the  auto backup with the scene name. So instead of having AutoBackup01, AutoBackup02   and so on, you will get  SceneName_AutoBackup01 and so on. It's a great update, many times before I  got multiple scenes open at the same time   and I couldn’t find the correct autoback.  I’m sure it happened to you as well. You can also Compress on auto backup,  this way the file will save faster   and decide if you want to  display the timer or not. This small update is probably my favorite feature,  I’m sure it will save me a keyboard or two. New and updated keyboard shortcuts have  been assigned for various operations   found in the Unwrap. For example we can quickly do loop  selection with ALT+L shortcut,   or create a Pelt Seam with SHIFT+P shortcut. Shortcuts work in the UV editor  as well, like SHIFT+A for ‘Pack’. You can check all the shortcuts in the  Hotkey Editor, under the Unwrap UVW category. You can also change the shortcuts or assign new  shortcuts to the options that don’t have one. You guys should already know that I am a huge fan  of shortcuts, so this update is very appreciated. Another huge modeling update after  last year’s smart extrude feature. Place Working Pivot provides a method to rapidly  adjust the position and orientation of pivots. You can access working pivots in 3  different ways: using this toolbar,   from the tool menu or from quads. This option lets you place the Working Pivot on  any vertex, edge, face component, or mid-points   of those components on the  active object in their scene. When you click and hold you can also  choose the orientation of the pivot. You can combine it with a smart extrude which  will provide a really fast modeling workflow. Another really cool feature is the ability  to create a grid for the working pivot. We can use it for example to draw a shape on it. With the usual grid snap tool I can align  it perfectly to the center of the grid,   which is the location of the working pivot. I will extrude it and attach it to the model. Now I can use smart extrude to create a boolean. Love these options, modeling will be so easy now. Next week I will publish a tutorial where I  will get more in depth into working pivots. The Sheen layer has been added to Arnold Material. It helps to render soft microfiber  fabrics like velvet, satin and silk.   In the past we had to add a falloff map to  do this, but now it’s much more simplified. I took the scene from my Interior  Visualization Online course to test it. I have prepared a simple Arnold material  with diffuse and normal textures. You can find the sheen effect here. Let me start the interactive rendering. Amount controls how strong the effect is. Let’s start with the value 1. Obviously it’s too strong, so I will decrease it. 0.4 looks good. And let’s test different Roughness values. Low roughness keeps the specular  highlights at the grazing angle,   and as it increases the  sheen reflection dominates. I will set it to 0.45 We can also change the color of the effect. I will make it darker and a bit reddish. And that’s it. Looks pretty good, right? Autodesk introduced gITF  support in the new 3ds Max. glTF is a file format used to showcase  3D models on the web and online stores. We can now easily publish 3D assets directly to  glTF for use in web applications, online stores,   and so on, while ensuring  visual quality is maintained. You can find the glTF material here. You can apply it to your  model as any other material. Now we have access to the glTF Material Preview   which provides us with the ability to  accurately work on the asset in the viewport. It’s eliminating guesswork, and  giving us the confidence that   assets will look the same in different  environments, outside of 3ds Max. When the model is ready for a glTF viewer,   you can then use the new real-time exporter to  export mesh data, and its associated material. Then you just have to drag and  drop the model to this website. I will put the link to it in the  description, so you can play around with it. Here, I can see a lot of potential in the future. You don’t have to sit and wait for a  client to come to you with a request.   Instead you can for example develop a workflow  to showcase 3D previews of products online.   I’m sure many online store owners would love to  have this kind of presentation on their website. Let me know in the comments what you think about  the new 3ds max and which option is your favorite. If you want to learn how to create  amazing architectural visualizations   and animations in 3ds max, I’d like to  invite you to join our online courses. Click here to check them out, bye bye!
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Channel: Arch Viz Artist
Views: 96,827
Rating: undefined out of 5
Keywords: tutorial, lesson, training, architectural visualizations, cgi, rendering, render, 3d image, 3d visualization, architecture, 3ds max, autodesk, vray, v-ray, corona, corona renderer, interior design, animations, 3d render, interior architecture, artist, architectural visualization artist, 3d artist, art, composition, art rules, camera setup, camera, lighting, lighting setup, materials, photorealistic, storytelling, post production, postproduction
Id: zVfcLnd1qUg
Channel Id: undefined
Length: 12min 19sec (739 seconds)
Published: Wed Mar 30 2022
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