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Features

Product Review:
3DS Max 6 in Two Takes
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3DS Max
Stats
Discreet
Montreal, Quebec
800.896.3504 or 514.393.1616
Price:
$3,495 ($795 upgrade)
System
Requirements: Windows 2004 (SP4) or Windows XP (SP1),
Intel Pentium III or AMD 300MHz processor or faster (Dual
Intel Xeon or dual AMD Athlon recommended), 512MB RAM and
500MB disk swap space (1GB RAM and 2GB swap recommended, 64MB
OpenGL/DirectX 8.1 graphics card (256MB 3D DirectX 9 graphics
card recommended).
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In every industry, there are a few products whose presence is close
to universal, ones that deserve a little extra attention and a wider
range of perspectives than do other programs in other disciplines.
In this industry, 3DS Max is clearly one of those, not only because
of its wide adoption, but because of its range of capabilities-from
modeling to animation to rendering. However, this very diversity
makes it rare to find any one individual that uses all aspects of
it equally, day in and day out.
So with that in mind, and to take advantage of this section's redesign,
we've decided to mix up our old formula a bit and have two reviewers
take apart 3DS Max 6-reporting on the areas of the product that
each uses most in their everyday work. We lead off with Take One-Michael
Dean's perspective, focusing on the modeling and texturing improvements
since 3DS Max 5. In Take Two, Spencer Lindsay covers the rendering
and animation improvements, while overlaping Dean's coverage of
the Vertex Paint module.
In the end, both give 3DS Max 6 high (but slightly different) scores,
and slightly different recommendations on whether you should upgrade.
A few features neither covered will nonetheless be of interest to
many-among them, relaxed UV editing to reduce the texture mapping
headache and better integration with Criterion.
-Peter Sheerin
Take One
Michael Dean
3DS Max has certainly embedded itself firmly into the game
production studio environment. Chances are, no matter what 3D package
a studio uses, many of the artists at that studio also are adept
at Max. It has more or less become the 3D equivalent of Photoshop:
it is the package 3D artists are expected to know.
The Face-Lift. Interface improvements have been added throughout
3DS Max 6, though it may not be immediately apparent to even advanced
users (besides the addition of the Reactor shelves). Most of the
interface improvements have been made at the module level. For instance,
the design of the layer manager is improved and has a more integrated,
refined feel. On a more basic level, some of the main menu items
have had their commands grouped together into a cleaner structure.
Nothing major here, but it does help to clean up the interface and
improve workflow.
One of the most notable improvements is the enhancement of the
schematic view. In previous versions, it was more or less a glorified
outline of the current scene. Interactivity was limited to selection,
linking, and a few other simple tasks. With the current version,
all of the objects and modifiers present in Max are organized, editable,
and viewable inside of the schematic view. All of the power and
functionality present in a standard viewport are now accessible
via the schematic view. One of the best examples of this is the
Wire Parameters function, which enables the user to set expressive
relationships between related or unrelated objects in a visual and/or
mathematical manner. It is now simple to set up relationships such
as the left thumb curling on a character when the right thumb curls,
as the user no longer has to make sure these spaced-apart objects
are both visible in a viewport.
On top of the many functional enhancements of the schematic view,
the visual enhancements are present as well. Background images can
now be added independently to the viewport, and can be used as a
visual guide for laying out schematic nodes. A script included with
the software allows a user to select an active viewport and arrange
the linked nodes so the world-space of the selected viewport is
duplicated in the schematic view. Truly, the schematic view has
evolved to the point where it is one of the more useful viewports
in the 3DS Max arsenal.
Vertex Painting. Artists fortunate enough to create content
for game engines that support the importing of vertex color painting
will be quite pleased with 3DS Max's overhauled vertex painting
engine, with improvements in both interface and functionality. Vertex
painting now behaves much more like it does in a traditional 2D
paint package such as Photoshop or Painter. It is complete with-most
noticeably-a very nice toolbar, layers, layer types and settings,
the ability to paint in the sub-object mode without having to revert
from the modifier back into sub-object mode, and a more intuitive
workflow.
Artists who are developing games for the PC or Xbox will be glad
to know that .FX shaders are natively supported in 3DS Max. These
DX9 shaders have enhanced attributes that support the advanced features
found in a typical gamer's video card. Vertex normals are fully
viewable and editable inside 3DS Max 6. Of course, the texture painting
itself must be done in another package, but the effects of the created
texture are immediately apparent inside 3DS Max 6 and respond appropriately
to a scene light source. It would be nice to see this working with
multiple light sources, to better mimic a game environment, but
it's a good start. 3DS Max's Direct3D support is the best of any
package out there, and it is obvious this is becoming a big deal
with any developer interested in easily grasping and visualizing
the latest graphics tricks.
Another nice new feature is the Shell modifier. This is a simple
and effective way to give a thickness to zero-thickness standard
polygonal surfaces. It may seem like a simple extrusion or bevel
at first glance, but in fact interpolates the extrusion path on
both an individual face-normal and group-normal basis, and effectively
scales the extruded faces to match the extrusion distance. It also
intelligently maps the resultant edge faces created between the
inner and outer shells.
Eclipsing most of the functionality of Character Studio's Physique
once and for all, the skin tool now has the ability to mirror skin
weights. The arduous process of getting those perfect, precise weights
on a character's shoulders, only to be completely demoralized by
having to do it all over again on the other shoulder, has become
a thing of the past. Of course, characters lacking symmetry in these
crucial areas won't benefit from the mirroring of skin weights,
but they may benefit from its sibling tool for mirroring skin envelopes.
The optional Character Studio module of 3DS Max is largely unchanged,
and its aging interface and somewhat rigid functionality are becoming
something of a thorn in 3DS Max's side. Certainly, it has several
great features, and 3DS Max would be lost without it, but modules
such as this truly evolutionary skin modifier are very welcome.
What Discreet has Done. With 3DS Max 6, Discreet has proven
that they are not content with sitting on their laurels. Max is
continuously evolving and is obviously adding features that have
been requested by users. I am happy with how they seem to be moving
away from the backward thinking that plagued them in the past-thinking
that required adding thousands of dollars' worth of plug-ins just
to bring 3DS Max up to a level of functionality offered by its competitors'
standard packages.
When all is said and done, 3DS Max is a fantastic workhorse in
the graphics sector of the gaming industry. It still has the greatest
user support community, is the most widely known and accepted, and
pushes itself from the inside to meet expectations from the outside.
In most cases, it has been successful. I would like to see some
of the legacy modules and plug-ins disappear, paving the way for
more integrated, updated solutions to art and design problems. Specifically,
I would like to see the character system take its cue from the Skin
Modifier and overhaul itself into a more cohesive plug-in better
integrated with the base Max package.
Sure, most of the changes in 3DS Max 6 are small, barely incremental
changes, but they all add up to a more cohesive package that understands
its user base better. This is the most functional, user-friendly
version of 3Ds Max to date.
Take Two
Spencer Lindsay
Being a longtime user of Max, I can say that this update
to an already impressive set of 3D tools is well worth the price.
The modeling and rendering tools alone make it an important item
on my company wish list. As with other successive incarnations of
the software packages I own, the level of complexity in this version
is enough to make you either want to run screaming from the room
or become a specialist in one small area of the program. I challenge
anyone, even the techies at Discreet, to know all there is to know
about this package without having to look it up in a manual.
That being said, with added complexity comes added functionality.
The hoops we used to jump through to get earlier versions of 3DS
Max to perform some task have been replaced with smoothly operating
buttons and procedures. Finding the time in your production schedule
to figure out how it works might be a daunting task, but well worth
it in the end.
First Impression. At first glance, 3DS Max 6.0 isn't much
different from 3DS Max 5.0. Although the new Reactor physics panel
is different, the rest of the screen looks pretty much the same.
Only when you start getting into the menus does the new functionality
become apparent.
The first and most obvious addition to 3DS Max 6 is the seamless
integration of the Mental Ray rendering engine. Previously available
only as an additional purchase, Mental Ray is now an integrated
module of 3DS Max. Although the complexity of the controls for this
feature may be a bit daunting at first, the Mental Ray engine is
an amazing renderer-with enough tweaking, it can handle the most
complex rendering task. The addition of Mental Ray Materials, Lights,
Maps, and Shadows links you to the renderer much more closely than
in the previous version of 3DS Max. Mental Ray takes full advantage
of Hyper Threading, which boosts rendering speeds significantly.
A nifty little tool I found useful were the Lighting Data Exposure
Controls, which allow you to check the overall exposure of the scene
before committing to a full render.
In addition to the new rendering system, an upgraded Vertex Paint
module allows you to paint directly onto mesh objects in a very
Photoshop-like way. Blending controls allow you to paint over existing
colors using Multiply, Screen, Subtract, and other methods. Virtually
every blend mode you're used to in Photoshop can be used with 3DS
Max's Vertex Paint tool. Using layers in this utility feels very
natural and intuitive.
Especially for Game Developers. Combining the vertex paint
utility with Assign Vertex Colors utility gives you "baked"
vertex colors and other object properties on the geometry you're
working with to reflect the lighting in the scene. Not only can
you bake your lighting into the scene, you can assign up to 99 channels
of vertex colors to each vertex. This means if you are looking for
a "time of day" solution for your real-time environment,
you can light your scene with radiosity, ray-tracing, and so on,
bake the daytime colors into the mesh, change to nighttime lights,
re-render, and then bake those into a separate channel. Given two
channels of color per vertex, your game programmers can then interpolate
between channels to give you day-to-night lighting transitions.
Add to this mix an array of pre-rendered shadow maps and you have
a very powerful lighting pipeline.
If you feel the need to blow something up, set something on fire,
or splash liquids around, the new Particle Flow utility is for you.
An amazing array of dynamic, event-driven modules allow you to mix,
match, and blend so many parameters of a particle system that knowing
this module alone could get you a job at an effects house. A schematic
editor acts as an interface to these modularized controls and, after
a bit of experimentation, is surprisingly powerful and easy to use.
All edits are displayed in real-time so it's very easy to iterate
during your design. This is one of my favorite additions to 3DS
Max 6.
Another key enhancement is HDRI (High Dynamic Range Image) support.
Using a panoramic HDRI map as a skylight will light the scene according
to the lighting in the map. This is an excellent way to light 3D
elements you plan to composite into live action later. Through an
intuitive dialog box, Max also gives you full control over which
part of the dynamic range of the HDRI image that you want to use.
Other Enhancements. Version 6.0 has also upgraded the Schematic
View. I found it to be much more useful due to several factors.
The ability to place bitmaps behind the scene graph assists in figuring
out where all your nodes are in 3D space-and acts as an excellent
way to keep track of props and objects in an environment. This feature
is extremely useful in rigging a character for animation. Bookmarks
and saved layouts help you save your workspace without having to
set it all up again every time you open the file. Also, you are
given very quick access to the wiring dialogue by double clicking
on the wires between nodes.
In addition to being functional, the new Panorama Exporter is just
really cool. It provides an excellent way of previewing an environment
or showing a client the current status of a project. Its ease of
export to QTVR makes it web-portable and a really excellent addition
to the 3DS Max toolset.
Both Dean and Lindsay found the vertex painting tools in 3DS Max
6 to meet their expectations as artists-it offers the features and
interaction that they are already familiar with in Photoshop and
other tools, even including layers.
Among the improvements that speed the creation of content is the
new schematic view-it makes creating and adjusting animations and
model structure far more intuitive, and allows you to adjust components
that are not even visible in a model view.
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