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                               Textures/materials 
                              Adding
                              materials and textures is an integral part of the
                              modeling process - especially when dealing with
                              low-polygon meshes. The loss of detail caused by
                              having a low-polygon count can be drastically
                              reduced by the clever usage of texturing, so
                              having a powerful set of tools is generally a good
                              idea! 
                                
                              click to enlarge 
                              Above
                              is a standard view of max 5's material browser -
                              it hasn't changed greatly in the last 3 versions
                              of the software (it hasn't needed to). Each
                              version has added different shader parameters and
                              functions, but the general layout is the same.
                              You're allowed 24 material slots, which can then
                              be applied to various components in the image.
                              Obviously, it gets rather tricky should you want
                              to use more than 24 different textures/materials
                              on a model/scene, but this is unlikely to happen
                              most of the time. 
                              Textures
                              are stored as part of a material, so essentially
                              they are one-and-the-same. All materials are built
                              up as a series of layers - you select the basic
                              type, and then add diffuse, bump, specular,
                              opacity and gloss options (to name only a
                              few).  Each of these sub-types has it's own
                              roll-out of options to give very fine and precise
                              control over the system.  
                              Unfortunately
                              it's not directly possible to export these
                              material settings to your own models (and hence
                              your real-time application). It is possible to
                              plug in your own shader-scripts (for D3D
                              pixel/vertex shaders) and let an artist customize
                              the various parameters, you can then export these
                              parameters and everything should work fine. In the
                              long term however, max 5 is intending to use
                              "effect files" - these are a more
                              generalized (and far more powerful)
                              graphics-effects language. They are present in
                              D3D8 (should you know of them, or want to look at
                              them), but they'll make a bit more of an impact
                              when D3D9 is released. 
                              Texture mapping is where Max 5
                              shines, and it shines very brightly indeed. In
                              many other programs (including previous versions
                              of 'Max) it was often a rather tedious chore to
                              texture map objects; this is still the case
                              occasionally - but much of the irritation has been
                              removed by the new tools. 
                               
                                
                              
                              click to enlarge 
                                
                              The texturing tools presented in
                              this software are by far the most intuitive tools
                              that I've used so far - and I've seen quite a few
                              now (including making my own). Once you've done
                              the initial setup you can select the faces from
                              your model in the main viewport, and they become
                              active in the "unwrap uvw" modifier
                              window. You can then manipulate them to display
                              the correct part of the texture - whilst seeing
                              the final result re-appear as you make the
                              changes. Any faces that you select in the uvw
                              editor will become selected in the main viewport
                              and vice-versa. When you're actually editing the
                              UV projection it makes sense to use the new
                              all-in-one manipulation box (shown in yellow in
                              the previous screenshot). This gadget has controls
                              build in for translation, rotation and scaling -
                              even allowing you to reconfigure the center of
                              rotation (the yellow cross). 
                              Texture mapping has always been
                              fairly powerful in 3ds max, version 5 has left the
                              core tools pretty much the same (no need to fix
                              something that isn't broken), but it's added a few
                              useful extra's to smooth over some rough edges in
                              previous versions. Of most use is probably the new
                              mapping tools - it's one thing to manually select
                              all the faces and group them accordingly, but it's
                              definitely better when you can get 3ds max do it
                              for you... 
                                
                               
                              
                              click to enlarge 
                              In the above two images we can see
                              (on the left) the default mapping for a sphere,
                              and (on the right) the same sphere mapped using
                              the "normal mapping" tools. You can also
                              employ several other new tools to make texture
                              mapping far easier. For example, when Max 5
                              unwrapped the sphere above certain edges must be
                              next to each other (in geometry terms), when you
                              select the edge of a group, it's corresponding
                              edge is highlighted - very useful, and if you
                              want/need them joined up you can select
                              "stitch" from the menu and Max 5 will
                              re-join them together for you (see next
                              screenshot). For more complicated meshes where
                              there may be "holes" in the UV
                              projection you can ask max to fill these up with
                              smaller segments - making optimal use of the
                              available texture space. 
                                
                              Matching
                              edges and vertices are shown for easier 
                              projection manipulation. 
                              Rendering 
                              3ds
                              max has long been used for computer-generated film
                              rendering (Toy Story and Shrek like films), such
                              that the final rendered movie(s) and image(s) are
                              of a high quality. However, this has much less use
                              for a real-time artist - except for previewing
                              animations and models. 
                              There
                              are several occasions however when you won't be
                              modeling for a real-time scenario - instead you
                              could be making intro-movies (for games) or a
                              simple spinning-logo/title screen for a CAD
                              program, or you could just be making a movie for
                              personal enjoyment. In my tests, 3ds max 5 is a
                              bit faster than previous versions, but unless
                              you're doing work that would normally take several
                              hours to complete you won't notice the differences
                              hugely. For those with professional budgets (and
                              the hardware to match!) multi-processor systems
                              and network rendering are all supported
                              out-of-the-box, as well as the simpler 3D
                              Now!/MMX/SSE instruction extensions. 
                              One
                              of the big changes for 3ds max 5 in this area is
                              it's inclusion of a more comprehensive lighting
                              solution. In previous versions it was necessary to
                              use other tools and plugins to get a complete
                              lighting solution for a scene, whereas in Max 5
                              radiosity and complex ray-tracing is supported by
                              default.
                               
                                
                              
                              the radiosity test scene. blue is
                              under-exposed,  
                              red is over-exposed and green is correct. 
                              These lighting solutions will be
                              of huge benefit if you're rendering static images
                              and/or movies, but there is little way to make
                              them useful for real-time art creation. Clever use
                              of MaxScript may well yield some results, but
                              out-of-the-box it won't do anything. trueSpace 6's
                              texture baking, whilst it has many flaws, is a
                              more useful step for real-time media creation and
                              advanced lighting. 
                                
                              
                              an example of the images possible with 3ds max 5. 
                              image by Marcelo Souza 
                              Supporting
                              tools 
                              Out
                              of the box 3ds max 5 is an extremely powerful
                              piece of software with more features than most
                              sane-persons can probably handle. However, it
                              doesn't stop there - 3ds max packs two more very
                              powerful punches. 
                              Firstly
                              we have plugins - a staple product of most 3d
                              modelers these days. These can be reasonably
                              easily created using Visual C++ if you have the
                              MaxSDK (this comes with 3ds max 5). There are
                              quite a few plugins available from Discreet, but
                              the majority are going to be from 3rd party
                              efforts - there are more than enough available for
                              3ds max 4 that will work fine with max 5. Bare in
                              mind that some people will charge a small fortune
                              for their plugins. 
                              Secondly,
                              if you're not satisfied with making/using plugins,
                              you can write your own scripts using the built in
                              MaxScript. Over the last few versions its
                              progressively evolved from a simple scripting
                              language to a complete object-oriented programming
                              language with a very comprehensive API. MaxScript
                              is definitely something to learn - the power to
                              customize Max's features to your own liking is a
                              very useful one. 3ds max 5 comes with all the
                              tools necessary to use MaxScript built in - all
                              accessible from a menu in the main UI. You can
                              even use a "Visual MAX script editor" -
                              a visual-studio like IDE/dialog editor. 
                               
                                
                              click to enlarge 
                              Working
                              with games / real-time multimedia 
                              3ds
                              max 5, as shown over the last few pages has more
                              than enough powerful features to attract any
                              real-time artists who aren't already using the
                              software. It is extremely common to find many
                              professional studios that use this software - if
                              you read through any online accounts from
                              developers/artists, it's so common that they often
                              refer to it only as "max" - and people
                              know what they mean. 
                              One of the most
                              powerful features of MaxScript is that you can
                              export geometry as you see fit - there are several
                              common file formats built in, and many more
                              accessible by downloading plugins, but when it
                              comes to games (in particular) it is very useful
                              to export only the information you need, and to
                              export it in a way that is optimal for reading
                              quickly or easily streamed. It does mean you need
                              to learn MaxScript before you can get the most out
                              of it - there are books thicker than my two books
                              on C and C++ on this subject alone. 
                              The other aspect
                              that will interest real-time artists and
                              development teams is Max's strong use of the
                              Direct3D API. Combine this with various plugins
                              and the texture-plugins (shaders) you can allow
                              artists un-paralleled control over how their art
                              looks on screen - without spending too much time
                              writing custom tools. 
                              Max 5 ships with
                              support for Direct3D8.1 and Direct3D9, although at
                              time of writing, the D3D9 interfaces won't be
                              hugely useful for most people - the final release
                              isn't available yet, there's little hardware with
                              few drivers available. Also, it was built around
                              early-releases of the DirectX9 API - something
                              that is still changing constantly (I'm on the beta
                              testing program) - the developers are hoping to
                              avoid a patch to upgrade this part of the program,
                              but I'd reckon it is quite likely. 
                               
                               
                              Conclusion 
                              Well,
                              that finishes the 3 page round up of the latest
                              version of Discreets premier 3D modeling package:
                              3ds max 5. 
                              It
                              would be easy to say now that max 5 has improved
                              on previous versions, rather than make huge
                              changes they have chosen to revise, smooth and
                              enhance the software over previous versions. 3ds
                              max 4 was a powerful piece of software with very
                              few dissenting voices, so it was necessary for
                              Discreet to retain a similar overall appearance
                              for fear of alienating it's existing (huge) user
                              base. In my opinion, they've done a good
                              job.  
                              Many
                              people will be happy with 3ds max 4, but those who
                              do upgrade will find the many 100's of small
                              additions, revisions and changes make it well
                              worth a new release. 
                              The
                              only problem for many will be the price-tag, at
                              $3945 as a full package it's not an investment to
                              take lightly. The chances are that only
                              professional/semi-professional teams will be able
                              to justify this price tag - smaller developers
                              will have to rely on the lower-end solutions.
                              There is an online form for a demo-CD should you
                              wish to take a closer look at the software, and
                              can be found here. 
                              Another
                              useful thing to bare in mind - you can buy the
                              software, but it doesn't finish there. 3ds max
                              has, as I've said several times, a huge user base
                              - there are literally hundreds of websites,
                              newsgroups, forums and tutorials available on the
                              internet. It may take a bit of time before they
                              take this new version into account, but it'll
                              definitely happen sooner or later. Discreet also
                              offers the 'Sparks' program/database for artists -
                              very similar to the MSDN programming archives (for
                              those of you who are programmers), if you want to
                              make full use of this system you do have to pay
                              for it, but there's a reasonable amount of content
                              available before you have to pay up. 
                              Previous
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                                    | Good
                                      Points | 
                                    Bad
                                      Points | 
                                   
                                  
                                    | •
                                      Has stuck to the well established
                                      interface of previous versions. | 
                                    •
                                      Expensive | 
                                   
                                  
                                    | •
                                      Has changed enough things to warrant a new
                                      release | 
                                    •
                                      For all the great revisions, additions and
                                      changes there are few new truly
                                      ground-breaking/revolutionary tools. | 
                                   
                                  
                                    | •
                                      A very good feature-set for real-time
                                      artists / low-polygon modelers. | 
                                    •
                                      Requires a high-specification computer. | 
                                   
                                  
                                    | •
                                      A very intuitive interface for
                                      manipulating all features, and is easy to
                                      pick up and get used to. | 
                                    •
                                      You need to be a 1/2 decent artist to make
                                      good use of many of the tools provided | 
                                   
                                  
                                    | •
                                      Very strong animation system for
                                      bones/skeletal animation techniques | 
                                    •
                                      As intuitive and obvious as the software
                                      gets, it's still not a beginners learning
                                      tool. | 
                                   
                                  
                                    | •
                                      Powerful texture manipulation tools. | 
                                     | 
                                   
                                  
                                    | •
                                      Room for expansion - both built in (shader-based
                                      materials) and using MaxScript/plugins. | 
                                     | 
                                   
                                  
                                    | •
                                      Many new tools vastly ease/improve
                                      workflow and speed. | 
                                     | 
                                   
                                  
                                    | •
                                      Good community/3rd party support | 
                                     | 
                                   
                                  
                                    | •
                                      Overall, a very solid product. | 
                                     | 
                                   
                                 
                                
                               
                               
                              Review
                              Contents: 
                              • Page 1:
                              Introduction, The Full Package, The User Interface 
                              • Page 2:
                              Geometry Manipulation, Animation 
                              • Page 3: Textures/Materials, Rendering,
                              Supporting Tools, real-time multimedia, Conclusion
                              |