New! Keyboard Shortcuts for 3ds Max

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QR Atajos de teclado para 3ds Max

Take this tutorial to your mobile device – scan this QR code

With the release of the new version of 3Ds Max and its new interface, I present this renewed graphic list of keyboard shortcuts that help to make the work faster and more efficient. This new delivery brings shortcut news in the viewport.
The yellow background shortcuts are the default ones with 3ds Max and the cyan background are the shortcut suggestions I use.

Keyboard Shortcuts for Vertex

Atajos de teclado para los Vértices

Keyboard shortcuts for edges

Atajos de teclado para las Aristas

Keyboard Shortcuts for Borders

Atajos de teclado para los Bordes

Keyboard Shortcuts for Polygons

Atajos de teclado para los Polígonos

Keyboard Shortcuts for the Element

Atajos de teclado para el Elemento

Keyboard Shortcuts for Geometry Editing

Atajos de teclado para la Edición de Geometrías

Keyboard Shortcuts for the Main Toolbar

Atajos de teclado para la Barra de Herramientas Principal
Atajos de teclado para la Barra de Herramientas Principal

Keyboard Shortcuts for the Animation and Navigation Bar

Atajos de teclado para la Barra de Animación y Navegación

Mouse Shortcuts

Atajo de teclado 3Ds Max

Keyboard Shortcuts in the Viewport

Atajos de Teclado en el Viewport

Atajos de Teclado en el Viewport

Download the complete list of Shortcuts

Click here to go to the download page where you will find the complete list of shortcuts for 3ds Max

How to Customize Your Own Shortcuts

To know the default shortcuts and to modify them you have to go to the menu Customize > Customize User interface, which will open a window.
In this window in the bottom right you will see the Write Keyboard Chart… button, With this button you export in text format (MaxStartUI.kbdx.txt) all the 3ds Max shortcuts that come by default.

To change a shortcut, first select a group (GROUP) and a category (Category), scroll down the list and you will see that some actions already have a shortcut, click on the action you want to change, click on the Hotkey field and put the Shortcut by pressing the shortcut keys on the keyboard, if there were any shortcut already assigned in the field Assigned to will show you which action is already assigned the shortcut you want to add. With the Assign button you confirm the shortcut that you want to assign to that action.

Many thanks for visiting my blog and if you liked this post share it in your group or wall of your social network, until the next.


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Focus image with the method “Getty images”

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Getty Images is one of the most important US companies that distributes all kinds of multimedia file for graphic, advertising and business sector.
Among its various companies has several specialized websites selling images consists of freelancers and professionals who sell their photographs obtaining important income.
To sell Getty, it requires a minimum of quality in photographs, for it give advice to its members for photos meet the requirements that the company asks, one of the requirements demanded is that the photos are sharp where required without trepidations, there is counseling the method I explain below:
This is the photo I used for this tutorial:

metodo_getty_images-01

First of all duplicate the layer so you will verify the before and after.

1. Spend the photo to Lab

Image > Mode > Lab Color

metodo_getty_images-05_EN

 

2. Despeckle filter passes

In the window channel, the channels that we are Luminosity, A and B.
Select channel A (the picture changes to gray) and apply Filter > Noise > Despeckle.

metodo_getty_images-04_EN

 

Do the same with the channel B
In this step we are applying a small blur to channels A and B reducing color noise leaving intact the Lightness channel.

3. Spend the photo to RGB

Image > Mode > RGB Color

metodo_getty_images-03_EN

4. Pass the Unsharp Mask filter

Channels in the window selects the R channel and apply Filter > Sharpen > Unsharp Mask…

metodo_getty_images-02_EN

in the Unsharp Mask window puts the values shown in the image.

metodo_getty_images-06_EN

Repeat with the channel G.
Channel B (blue) it does not apply this filter as if it were applied appear unwanted noise, it said the Blue channel is the channel more noise has, although several photographers have shown that it is not, or at least not always so. But as we are following the Getty method to this channel will not apply any filters.

We have set the focus and can compare the original (left) with the retouched photo (right).

metodo_getty_images-07

5. Download Photoshop action

If you have to do this process for a single photo is fine but if it is for hundreds of pictures is best to have an Action for Photoshop, the action will make all steps for a single file or a batch of files in “Download Actions for Photoshop Methods Focus images “you not only will download the action “Getty images” but also others that have already been published.
As always thanks for following this tutorial and if you like please help me to share 🙂


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Essential Tips Hard Surface (Small details) – Part 03

This is the third part as a reference model and subdivide polygons details , I hope will be very useful. Click on each image to see how each model is made.
For those who have not seen the first or second part of this series, you can see here: Essential Tips Hard Surface part 01 and Essential Tips Hard Surface part 02

hard_surface_3d_model_subdividir_formas_basicas_miniatura

hard_surface_3d_model_afinar_malla_miniatura

hard_surface_3d_model_suavisar_cubo_01_miniatura

hard_surface_3d_model_suavisar_cubo_01_miniatura

hard_surface_3d_model_subdividir_tapa_cilindro_miniatura

hard_surface_3d_mode_subdividir_vertice_miniatura

hard_surface_3d_mode_subdividir_agujero_en_malla_miniatura

hard_surface_3d_mode_subdividir_multiples_agujero_miniatura

hard_surface_3d_model_optimizar_subdivicion_miniatura

hard_surface_3d_model_subdividir_triangulo_interior_miniatura


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Importing illustrator file into 3ds max

Importar illustrator a 3ds max

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In our beginnings with 3d few times we wanted to import a vector to 3ds max and we have been unable to do so because the message “line in file exceeds 255 characters” or “Improper file format“, although in the 3Dmax can create splines it is easier to do the strokes in a vector program and export them in Adobe Illustrator.

From Adobe Illustrator

If the design or logo you’re doing leads typography, fonts have to be converted to outline. The picture shows the logo of google made with typography, select it and click right mouse select Create Outlines, this option also find it on the menu: Type > Create Outlines or the combination of Shift + Ctrl + O
Remember that everything is text have to convert it to outlines because max does not recognize illustrator typography.

importar_illustrator_a_3dsmax_-01

 

Now save it with version 8, this is important because max does not recognize later, even to make sure it finds no version compatibility issues you can save with version 3. This is especially with regard to illustrator, see below and import it into 3ds max.

importar_illustrator_a_3dsmax_-02

 

From Corel Draw

In this example I have the logo of google made with typography, the same happens to users illustrator, if the design is typography, convert all that is typography curves, but we will now, we’re going to export it :

importar_illustrator_a_3dsmax_-03

 

We export our vector design in the window that appears select Illustrator 8 and as our design takes typography export text as curves, even to make sure it finds no version compatibility issues you can save with version 3. This is especially with regard Corel Draw, below we will see how to import it in 3ds max and the options it offers.

importar_illustrator_a_3dsmax_-04

 

Import the vector Adobe Illustrator (* .ai) into 3ds max

To import into 3ds max choose the * .ai you saved and we see a window like the image below, the first option “Merge objects with current scene” gives us the layout matter in our current scene, while the second option “Completely remplace current scene.” choose to import the path to a new scene.

importar_illustrator_a_3dsmax_05

 

After choosing one of two options, another window appears:

importar_illustrator_a_3dsmax_06

 

This window offers two other options shown below:

Simgle Object

The vector now in 3ds max is a Editable Spline is placed in our scene as a single object, but also, if desired, can be separated into the individual objects with Detach tool.

importar_illustrator_a_3dsmax_07

 

Multiple Object

This option is also an Editable Spline but each line is an independent object, but if you want you can make them a single object by selecting each with Attach or Attach Mult. tool.

importar_illustrator_a_3dsmax_08

 

Caution

When you make your design Vector careful not to stroke and fill at once, but to import it into 3ds max have two overlapping Editable Splines.

importar_illustrator_a_3dsmax_09

 

Thank you very much for your attention and I hope you can share in a social network, greetings and see you soon 🙂


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Essential Tips Hard Surface (Small details) – Part 02

This is the second part as a reference model and subdivide polygons details , I hope will be very useful. Click on each image to see how each model is made.
For those who have not seen the first part of this series, you can see by clicking this link

hard_surface_3d_model_subdividir_formas_basicas_miniatura

hard_surface_3d_model_afinar_malla_miniatura

hard_surface_3d_model_suavisar_cubo_01_miniatura

hard_surface_3d_model_suavisar_cubo_01_miniatura

hard_surface_3d_model_subdividir_tapa_cilindro_miniatura

hard_surface_3d_mode_subdividir_vertice_miniatura

hard_surface_3d_mode_subdividir_agujero_en_malla_miniatura

hard_surface_3d_mode_subdividir_multiples_agujero_miniatura

hard_surface_3d_model_optimizar_subdivicion_miniatura

hard_surface_3d_model_subdividir_triangulo_interior_miniatura

The third is how to model small details by clicking this link


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Essential Tips Hard Surface (Small details) – Part 01

Today I share with you the first part of a series of collection of images that will publish on good modeling techniques and the most common mistakes that often occur by subdividing objects in 3d. Click on each image to see how each model is made .

hard_surface_3d_model_subdividir_formas_basicas_miniatura

hard_surface_3d_model_afinar_malla_miniatura

hard_surface_3d_model_suavisar_cubo_01_miniatura

hard_surface_3d_model_suavisar_cubo_01_miniatura

hard_surface_3d_model_subdividir_tapa_cilindro_miniatura

hard_surface_3d_mode_subdividir_vertice_miniatura

hard_surface_3d_mode_subdividir_agujero_en_malla_miniatura

hard_surface_3d_mode_subdividir_multiples_agujero_miniatura

hard_surface_3d_model_optimizar_subdivicion_miniatura

hard_surface_3d_model_subdividir_triangulo_interior_miniatura

The second part of how to model small details is clicking this link


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Keyboard shortcuts for 3ds Max

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QR Atajos de teclado para 3ds Max

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Below is a list of keyboard shortcuts that help speed up workflow and efficiency. It’s always a good idea to try and use the keyboard over mouseclicks as it saves a large amount of time.
Shortcuts on yellow background are the default ones with 3ds Max and cyan background are tips shortcut I use.

Vertexs Shortcuts

vertex shortcuts 3ds max

Edges Shortcuts

edge shortcuts 3ds max

Borders Shortcuts

If you like this post and want to continue reading the other steps of the tutorial, please click on one of the buttons of social networks (facebook, twitter or google+) to show hidden content:

Creating Water drops in 3Ds Max

Crear gotas de agua con 3ds max y vray

In this tutorial I show you step by step how to create water drops in 3Ds max, as distributed on the surface of the object, set its size and use the MultiScatter plugin, create water material and render test, the correct settings for a render good quality

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I have two models on the scene (2 bottles of soda)

Botellas de refresco

These models put 2 types of drops of water, the first small and round, the second to be irregular and large as seen in the following photo.

Water drops example

I’ll start adding the drops to one model and then repeat the procedure with the second model.

DROPLET

CREATE SMALL DROP

Create a 12-sided sphere, change it to Editable polygon. Modifying the lower vertices of such that they are in the half of the sphere. If necessary scale was slightly higher vertices to give more roundness to the small drop.

Crear la gota

Put the pin on the bottom of the drop but not reaching the base.

DROP SET TO MODEL

With selected drop creates a Scatter (Menu: Create> Compound> Scatter). In the Pick Distribution Object dropdown click on the Pick Distribution Object button and then click on the model. With the above we have made the drop to the model set (a bottle) then you have to distribute the amount that we deem necessary at our discretion.

Fijar gota

DISTRIBUTED SMALL DROP

Takes the following values only for reference as these vary depending on the size of your model and drop you’ve created, so each value adjusted according to your criteria and need.
Start by putting 500 Duplicates to increase the amount of drop that will be distributed throughout the model, make sure that the Parameter Object Distribution Perpendicular option is checked it, so the drop is placed correctly on the model surface.

Duplicates Scatter

If the drop is too big or small for the model in Base Scale resizes.
In Distribution Using select drop distribution, in my case is Even better, try the Area and Even.

Distribute using Scatter

RANDOM SIZE

In Scaling modify the size of the droplets at different scales by marking Maximun Range Use and Lock Aspect Ratio to uniform scaling on all axes, change the value of X that best suits visually, some drops will get bigger and other smaller.

Scaling Scatter

DISPLAY

If you like this post and want to continue reading the other steps of the tutorial, please click on one of the buttons of social networks (facebook, twitter or google+) to show hidden content:

FINAL RENDER

Bottle water drop

another render using the same technique

Water drops Cocacola mascotas mundial football 3ds max

I hope this tutorial is useful for you, let your opinion. Greetings.


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Add HDRi as background image

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If we use a HDRi as background image must be of good quality (good resolution in pixels) and put the camera in the correct position for the models that are in the scene look as if they really were on the floor.
The steps are:

1. Load the HDRi in a slot

Create a map VRayHDRi

Cargar el HDRi en una casilla

Load at him HDRi high resolution

Carga en él el HDRi de alta resolución
Change the map type to Spherical

Cambia el tipo de mapa a Spherical

2. VRayHDRI in Environment Map

Drag VRayHDRI to the Environment Map

VRayHDRi en Environment Map

3. Camera Location

Create VRayPhysicalCamera on the scene and put in the coordinates 0, 0, 0

Ubicación de la Cámara

4. Display the HDRi in Viewport

If you like this post and want to continue reading the other steps of the tutorial, please click on one of the buttons of social networks (facebook, twitter or google+) to show hidden content:

7. Final Render

The correct location of the models on the floor looks.

Render Final de Imagen de fondo

If you have any questions please leave a comment


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Convert 3ds standard camera or perspective view to VRay Physical Camera

Convertir perspectiva en cámara VRay

Convertir perspectiva en cámara VRay
I’m sure a lot has happened to us that we have the desired view from our scene and we realize that we are not in a VRay camera and want to move from the current view that we have(either from the perspective view or from a standard camera 3ds) to VRay Physical Camera, converting is very easy:

  • If you are in a standard 3ds Max camera with nothing selected press the P key on the keyboard, that will change the perspective view.
  • Now you’re in the perspective view creates a VRay camera anywhere in the scene, to create it will be selected, now press Ctrl + C on the keyboard, the latter will move the VRay selected camera to the position you currently see in perspective and adjust the parameters the Physical Camera to make it look like or actually very similar to the view perspective.

Summary: Change of the standard 3ds camera to perspective view using P creates a Physical Camera and press Ctrl + C.

It was easy right? I hope you have served. And if you have any questions do not hesitate to ask me leaving a comment.


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Make sharp shadows with HDR

One advantage of the HDRi is good lighting that gives the scene and makes it more realistic, but also one of the drawbacks is making sharp shadows.

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The method we used when we have a HDRi lighting the scene and we want to make sharp shadows, is to create an additional light to help make these shadows defined.

INVERSE GAMMA

In VRay to do this without adding additional light is decreasing the value of gamma. When you load the HDRi in the Material Editor, the end within the group parameters, is the Inverse gama.
A value of 0.75 to 1.0 is recommended.

Inverse-gamma

COMPARE VALUES OF INVERSE GAMMA

Then you will see how decreasing the Inverse gamma can refine the quality of the shadow.

Inverse gamma comparison

A value of 0.75 is recommended.

IMPORTANT FACTORS TO SHARP SHADOWS

Not all HDR produce sharp shadows, two important factors must be met:

INTENSE LIGHT SOURCE

A scenario where clearly see the center of the sun have to do sharp shadows.

HDR con fuente lumínica intenza

PROPER CATCH HDRI

A sunny HDRi must be properly captured (EV), to cast shadows.

12 EV HDR

I hope this tutorial has been helpful.

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Check real EV (Dynamic Range) of a HDRi

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When you open a 32-bit HDR in Photoshop can often see it too dark or too bright, the visual appearance of HDR in Photoshop does not affect the lighting within the scene

Preview a overexposed HDR in photoshop

Preview a overexposed HDR in photoshop

Preview a underexposed HDR in photoshop

Preview a underexposed HDR in photoshop

A simple way to check the dynamic range, is opening the HDRi with Photoshop, in the bottom left you will find a scroll bar (Exposure bar), the central indicator moves to the left to see underexposure and overexposure to the right of the HDRi.

barra de exposicion 32bits

This exposure bar only works with 32-bit images.

Another way is with the Eyedropper tool, click on the center of the light source and open the Color Picker (Foreground Color) you’ll see the Intensity in steps (real EV) HDR.

comprobar EV Dinamic Range cuentagotas

I hope this tutorial has been helpful.

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