![paul neale](/img/default-banner.jpg)
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paul neale
Приєднався 16 лис 2008
3D Technical Director & Trainer | 28 + years industry experience
For almost 3 decades, I have been recognized internationally by the 3D animation industry as a reliable and professional resource that delivers production proven results. As technical director and rigging specialist for clients worldwide, my work spans feature films, TV series, AAA game titles, broadcast television and tools development.
I specialize in technical direction, rigging and modeling, writing plug-ins and scripted tools for system, software, and production needs.
I've provided software training internationally, as well as conference (keynote) speaking at Siggraph, Autodesk University, GDC (Game Developers Conference), EUE (End User Event), Ubisoft Vancouver and others. My involvement in the 3D community stays current through college teaching, public speaking, and production work.
My channel is generally for sharing tutorials on how I work and solutions to production problems.
For almost 3 decades, I have been recognized internationally by the 3D animation industry as a reliable and professional resource that delivers production proven results. As technical director and rigging specialist for clients worldwide, my work spans feature films, TV series, AAA game titles, broadcast television and tools development.
I specialize in technical direction, rigging and modeling, writing plug-ins and scripted tools for system, software, and production needs.
I've provided software training internationally, as well as conference (keynote) speaking at Siggraph, Autodesk University, GDC (Game Developers Conference), EUE (End User Event), Ubisoft Vancouver and others. My involvement in the 3D community stays current through college teaching, public speaking, and production work.
My channel is generally for sharing tutorials on how I work and solutions to production problems.
Відео
Scissor Lift
Переглядів 1,3 тис.3 місяці тому
Banged this together for someone. maybe I'll do a better break down at some point.
Owl
Переглядів 5993 місяці тому
This project was done some years back for Fuse FX A custom tool set created at PEN Productions called Bird Brain was used to generate, comb and animate the feathers. All rigging was done in 3DS Max.
3DS Max Optimized Stretched Leather
Переглядів 1,7 тис.5 місяців тому
Quick way to create optimized stretched leather
3DS Max Conform Ties
Переглядів 2,8 тис.5 місяців тому
I show a great way to conform ties around several objects at once and keep a clean solution.
3DS Max Using Generic Textures
Переглядів 9195 місяців тому
This video show a technique for using generic textures instead of having to paint textures for each asset. This time save time in production as well as save memory at render time or in real time applications. I used this technique extensively on the movie Return to Neverland where all of London was textured using traditionally painted textures.
3DS Max Game Barrel
Переглядів 6025 місяців тому
Ok, so it was five minuets. Quick game res barrel model.
3DS Max Scene Set Up for Modeling
Переглядів 1,7 тис.5 місяців тому
This is a break down of how I set up my scenes while I'm modeling. I like to model with a camera and base lighting setup so that I can see good looking results as I work and I can also model to the camera I'm going to be rendering from. That isn't possible when you are modeling for a large production but it still helps to understand that what you are modeling will look good in the finals.
3DS Max Dock of the Bay Breakdown
Переглядів 2,6 тис.5 місяців тому
Break down of how this set was created using both procedural modeling and poly modeling. This is not a tutorial on exact steps but an over view.
3DS Max Low Poly Wood Crate
Переглядів 9615 місяців тому
Poly Modeling a low poly wood crate in 3DS Max
3DS Max Procedural Clay Well Breakdown
Переглядів 2,5 тис.6 місяців тому
This is an explanation of how I modelled a well using only procedural objects and modifiers. No polygons were hurt in the making of this asset.
3DS Max Procedural Clay Tile Roof
Переглядів 8 тис.6 місяців тому
In this video I should a method for creating a clay tile roof using procedural objects and modifiers only.
3DS Max AMP Substance Painter Setup
Переглядів 1 тис.6 місяців тому
3DS Max AMP Substance Painter Setup
3DS Max Hard Surface Boolean Workflow
Переглядів 7 тис.7 місяців тому
3DS Max Hard Surface Boolean Workflow
3DSMax 2024.2+ Procedural Static Electricity
Переглядів 4,4 тис.8 місяців тому
3DSMax 2024.2 Procedural Static Electricity
3DS Max Copy Instance Reference Procedural Train Track
Переглядів 6 тис.Рік тому
3DS Max Copy Instance Reference Procedural Train Track
where to get the car drawings?
Magic! I cannot wait for a breakdown.
perfect. can't wait to see the tutorial
I want to know how to achieve this effect of making a pipe with curves in MAYA
Can you do a tutorial like that "Streincorp" channels video called *deformable Big Wheel* using expression controllers. I've tried and failed....many times LOL It's been on youtube for 13 years and has always intrigued me.
Please quick tutorials plz.
10 years later this is a wealth of info. Been using 3DS at work for mostly hard surface, but have been diving into other areas cause I've been enjoying 3ds more than Maya. Maya has it's pro's for sure, but it's getting harder to justify going back to Maya for much of anything. The operator stack and bone tools alone are just so nice.
The section around 8:00 'mask options Polygon/Element/UV', I don't have these options either on a folder mask or individual layer masks?
The section around 8:00 'mask options Polygon/Element/UV', I don't have these options either on a folder mask or individual layer masks?
The section around 8:00 'mask options Polygon/Element/UV', I don't have these options either on a folder mask or individual layer masks?
Realy cool!
I'm excited to see how you did this ^_^
🤘😃🤘
Tyflow?
@Maxdesign3d no nodes were used. That means no Tyflow, no Pflow, no MCG. This is just a few objects and modifiers.
@@paulneale wow . Super cool . I want to see that modifier stack 😂 your literally doing black magic 🪄
What is this sorcery?
Wow thats really impressive!
Please more details
What?!
A gdzie kiście winogron? ;)
¡Rápido, rápido! Por favor maestro.
🤯🤯🤯
pleaseeeeeeeeeee!!!!!!!!!!!!!!!!!!!!!!
Quick question... Are you on tyflow pro / beta or free? I've looked but can't find anyone that has compared how much faster pro / beta is, I've got to the point where I'm using a lot of particles and it's really slowing things down.
This isn't tyflow afaik it's straight max
@@jpjapers ahh.. I never really delved into max particle flow befor, thx
It`s not pflow either, he is only using stack modifiers
@R1PPA-C well I'm not using Tyflow for this. But as fir being faster, pro is much faster as it is threaded.
@R1PPA-C this isn't PFlow
Hey paul, this is great thanks for the run down! Is there any way you can show your master rollout setup? I understand you are using subrollouts to position and lay these out as you have. For example I have my list of scripts on the left list, but having trouble getting the UI into the right subrollout section. Can you post a screenshot of your subrollout setup in your main struct (for the master tool)? Also curious how you are calling the getRollouts function (if you can share that too) - for example every new rollout do you put into a new function, so fn ui (main), fn ui_2 (subrollout) then call them in getRollouts using #(ui(), ui_2() etc).
@jamesvella I'm not at a system so I will try to describe it. My master tool is a rollout with two sub rollout. The left sub is populated with a rollout that has a dotnet tree view that simply displays all the scripts that are stored in a given folder and its sub folders. When you click on a script is does a fileIn command which returns the structure for that tool. TheStruct.getRollouts() returns an array of rollout definitions. I loop through those rollout and add them to the sub rollout on the right side of the main tool.
@@paulneale Hey Paul, thanks now it all makes sense. Cheers! Out of curiosity do you still use syntax "TheTool.ui()" these days or do you use "this.ui()".
@@jamesvella "this" refers to itself. It can be used in a script controller for instance where you have a CA Definition on the script controller and want to access it. this.cadef.thetrack. theTool.UI() would be used to access a structure and a function with in the struct. theInstanceOfTheStruct.theNameOfTheFunction(). So both are used it just depends on where you are using them.
@@paulneale Yeah my intention was to use this.ui() when making each tool so that when making new tools it can be left as this.ui() instead of myTool2.ui(), my Tool3.ui() etc if that makes sense. But I get what you mean about the instanceOfStruct, which is kind of how Im using it now. Just was curious how your current worklfow is now after 3 years. Anyway thanks mate appreciate your time and tips!
@@jamesvella you filein to a variable, so... MyTool=fileIn "thepathtothescript.ms" MyTool.ui()
Thinks paul.The course was great.I look forward to your teaching in the future PEN_Rigging_Utils_5.00 How do I get it, The website is no longer available to download . can I use it in max2020 release
Genius technique! Thank you!
I checked your site, but I don't see the tutorials you show In Maxscript/dotNet how do you display an image and rotate it 45 degrees?
@J16D sorry my site was updated years back and I never added that content back. These days people are using Python more. I still use a lot of sonnet as I know my way around it and it is so well integrated in Max Script.
@@paulneale thanks for replying I've had a strange behavior in dotNet, maybe you know something... the dialog has a splitContainer (vertical split), the lower panel has a TabControl (2 tabs), I added buttons to the second tab, but when I press them, 3dsmax stops responding. quite strange, I haven't added anything, I'm just doing the interface... maybe you have had some similar situation? ps. max2024
Thanks for this gem! Rare to see 3ds Max educational content of this proficiency. A true mastery of modifiers!
All the time i was like how did he do that & when he said "that simple", i was like what? i know nothing, haha.
Excellent presentation.thanks a lot.you are in another level
Great video thanks
谢谢
Incredible!! You explain in a very easy to understand way
Phenomenal
Very cool, thank you !
Exemplary.
These are very convenient techniques, but they are not suitable for everyone. When working on game assets with strict restrictions on the number of polygons, you need a super clean topology without N-gons, which allows you to have a geometry that is easily smoothed with the Open subdiv modifier in order to bake normal maps. To be honest, the topology you demonstrate in this video terrifies me XD
Why does it? It renders in Max and UE perfectly. This is not a deforming mesh. Backing works as it should as well if you were in need of it but it isn't in need of it. Note, that every mesh that you have ever made is just triangles. now if you are using Subdivisions then you want quads, but why would I need to subdivide it? It is, as it is, exactly what I was after.
@@paulneale Yes, I know that in the end it will all turn into triangles, I have been working in gamedev for more than 10 years. The geometry needs to be smoothed when preparing a normal maps for assets with a stylized art style, so that all the faces are nice and soft. A high-quality low-poly topology is needed in mobile games, where every polygon counts. Our pipeline looks like this: Base sculpture (at this stage your technique will do) - High poly (Made by hands, based on sculpture. Consists mainly of quads) - low poly model (consists of quads and triangles). We don't use UE, we have our own engine.
😩 No se que hacer con tanta información.
Hey Paul can you help me, My dope sheet is empty, can't do anything to the script.
You would have to be way more specific as to what you are having issue with for me to be able to help you.
And to note that with the array modifier I would do this slightly differently now.
Hi. looks like you skipped modeling some parts right? I can see the back and top and door have already made in this part.
yes I didn't show all the parts being modeled. It more about the process to which I follow when modeling objects like this.
@@paulneale Will there be step by step car modeling tutorial in the future?
This was class! I wondered if you think this workflow would work well with this kind of workflow for environments demonstrated here by Raul Aparicio from Sony Santa Monica: ua-cam.com/video/Tg09c8OpLTM/v-deo.htmlsi=eW8QcjSWS-2dpcnV
This method is insane! thank you so much for sharing it. please share more 3dsmax techniques like this. the greatest thing about your workflow is that it's completely procedural.
I have lots of videos
@@paulneale Yeah I watched them all. they are amazing!
Amazing tutorial, I don't have a use for it, but it's nice to see what max is capable of
this is nothing short of black magic :D
Just stunting, thank for method with spline conform/overlaps There is simple solution to save alot of time
Haha brilliant!! 😄😄
Amazing! Thanks!!!!😊
The modifiers maybe 20 years old, but it's the unique ways you seem to utilise these tools. Where do you get your ideas and inspiration from?
Too many hours on Max I guess. That is how my brain thinks now.
Glad to see some videos like this and the acknowledgement that this kind of stuff has been possible for so long in the tools. I don't use Max anymore, but this kind of stuff is why I stuck with Max for 20+ years and it's nice to be able to point to videos that showcase exactly why. Also, if you haven't, try tyflow (the free edition) if only because it gives you a lot of modernized modifiers. tySelect for example is incredible and produces more useful procedural selections than volume select and data channel currently. Thanks for showcasing your work. 👋
this reminds me of that T-1000 passing through bars. very nice trick !!!!