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Download "Урок 3d max 5.16 | Булевы операции. Как сделать правильно boolean и cap в 3ds max 2020"

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00:00:02
Pinsky, under the last video in
00:00:05
the comments, one of my subscribers,
00:00:07
his name is Nikolai, asked a very
00:00:10
important question: are there any problems with
00:00:13
such geometry obtained using
00:00:15
Rafe with Lois boolean of and so on, and
00:00:19
in this lesson I would like to answer
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I hope this question will be useful to you, let's
00:00:24
create a polygon, let's start with a plane,
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convert it to a field and delete the internal
00:00:32
geometry, that is, we will get an object without
00:00:34
geometry, find the create button, that is,
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create and build a polygon, that's what we
00:00:44
got, what problems will there be with this
00:00:47
object, let's try to bend it and
00:00:51
you will see for yourself let's apply the band along the X
00:00:54
and this is how it bends, that is, if we
00:00:58
left it flat then everything would be
00:01:00
fine, but as soon as we need to make
00:01:02
some transformations, it turns out
00:01:04
bad if we click on the object 5s,
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uncheck the box and Jason, here we are
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we will see its structure, that is, any
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polygon is divided into triangles;
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dividing a triangle is called
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triangulation,
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so the triangulation obtained in
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this way or when we build
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using boolean of layers with a spray and so
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on does not turn out very good if
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we had an internal structure, we
00:01:37
divided it into edges then If only the triangulation
00:01:40
would be more or less normal and we could
00:01:41
work with this polygon, let's
00:01:44
try, I'll turn off the display of triangles,
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let's go to the point and try to optimize it,
00:01:58
I'll use the cat to cut it on the polygon,
00:02:05
now by using band we can
00:02:13
bend it normally and using the following things
00:02:17
like reef and slice, we essentially get the
00:02:21
same type of geometry, but we won’t
00:02:25
optimize it manually correctly,
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a little magic, friends, download the script
00:02:31
more phil, I’ll give you a link, it’s free,
00:02:34
upload it scripts, run the script,
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then go to costama from the
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user interface tool bar and find the field
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about more fil, throw it in some
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locker where it is more convenient for you, let's
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see how this thing works,
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create a cylinder and try to break its
00:03:00
lid, convert it to the
00:03:04
deleted field so that we get an
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open border, then go to the point,
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select the point and press Barry Fell and So
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we get the correct grid without
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in an amicable way, we had to do
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an inc to get an underline and
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then Barry Fell,
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and if our border looks like this
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now it’s more feel nice, it works in the
00:03:32
right way, so it suits me,
00:03:37
so he needs help, let’s
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make a bridge, then move on to point
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now he swears that you need an even
00:03:47
number of edges, no problem we can use the
00:03:53
Swift Club, that’s
00:03:59
all, if it doesn’t work the way
00:04:03
you like, you can change the point, it
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will already create geometry
00:04:07
relative to the point you
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chose here you need to experiment
00:04:13
similar algorithm of actions has a script q
00:04:17
odkb i I’ll show it, but it’s paid,
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unlike the selection of masonry phylum, it works
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directly with polygons, we can
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even rotate,
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but the essence, friends, is exactly the same, now let’s
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talk about boolean, I have a box,
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there is text with an extrusion
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modifier applied, and now we
00:04:53
will subtract the text from the box, you can use a boolean
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Can we try it,
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let's use about the action software, this is
00:05:02
subtraction and
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from the box we read the text, this is what
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we got if your task is simply to
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chamfer the edges, there is
00:05:11
no problem here, I think you
00:05:13
watched the most basic lessons on this
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channel, you need to create a flow around the edges and
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now you can easily make a bow and remove
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any chamfer
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without any problems, these are the most basic
00:05:32
things, friends, and if for some reason you
00:05:35
need to transform this
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geometry, for example, bend it, you wo
00:05:40
n’t be able to do this anymore.
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Our object has such triangulation, how can we do it
00:05:48
manually with the help of a cat
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optimize this is very long
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with the help of the year phil and easy ODKB less
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long but still long let's
00:06:00
try the next thing in pro boolean
00:06:02
there is such a section of advanced
00:06:04
communities and there is a square and people you are sitting
00:06:08
on and make quadrille chorus
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and now we got such a grid it is not
00:06:13
ideal, but at least we
00:06:16
can bend you, the main thing is to make sure that there is a
00:06:19
circular flow,
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well, in general, if it doesn’t exist, we can add it using the
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method described above through inc
00:06:27
let’s play around with it, here the warehouse says, let’s
00:06:30
do it for example 2
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see here the flow is not good everywhere, you
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change this value and look at how
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the mesh turns out, let’s
00:06:44
put a unit so it will be denser, well, it’s not
00:06:47
ideal, but it’s normal, that is, we
00:06:51
can already do some manipulations with it
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and we can definitely bend it without any problems band
00:06:57
on X
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bends perfectly in the same way, we
00:07:04
can enable
00:07:05
partitioning, let’s apply turbosmooth
00:07:08
and partitioning will occur without any problems,
00:07:12
of course, in these places
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the geometry is not very good, but it does not create
00:07:17
any problems, this method is good for
00:07:22
quick Ghalib modeling concepts with
00:07:25
subsequent modification of the bar
00:07:27
topology, for example, I took a box from a
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box, subtracted another modified box, and
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got this
00:07:34
By the way, the object can be qualified with the
00:07:37
help of a separate modifier
00:07:38
called frame farm, so after
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quadrification the grid turned out to be
00:07:44
so poor and I modified it a little
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with the help of a cat, added
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water flows somewhere so that there was a circular flow
00:07:56
somewhere, removed unnecessary edges and everything
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turned out fine it took 5-7
00:08:01
minutes so you decide what is
00:08:04
more convenient for you in any case for
00:08:07
for you for your modeling arsenal
00:08:10
this thing will be very very necessary often
00:08:14
it will help you out all friends
00:08:17
thank you for your attention and see you in the
00:08:21
new lesson
00:08:29
[music]

Description:

Урок 3d max 5.16 | Булевы операции. Как сделать правильно boolean и cap в 3ds max 2020 Друзья, в этом уроке 3d max мы поговорим о boolean. Так ли он страшен? Может ли он ускорить 3d max моделирование? Поговорим об оптимизации полигональной сетки в 3ds max 2020. Также посмотрим скрипт border fill и quad cap. Напишите в комментариях, полезен ли урок. Ссылка на 3d max script: http://www.scriptspot.com/3ds-max/scripts/border-fill Мой инст https://www.facebook.com/unsupportedbrowser

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