Max 8 Arrived On the Doorstep
My upgrade for 3DS Max 8 finally arrived this weekend. I have been eagerly awaiting a chance to try out the new features on this awesome appliation as such you can bet that I was like a kid in a candy store. So what are my thoughts? Well lets cover what I don't like first...
The Packaging
Well its a good thing that this isn't some dime store 3D application that you pick up at your local Best Buy or Future Shop because the packaging box for this thing isn't just ugly its oogily. Officially gone are the awesome slip boxes that used to hold your CDs and manuals, in fact there is no box at all. Inside of the brown card board shipping box you get 2 booklets and a DVD case. The two booklets are a 100ish page copy of the "New Features" (in colour mind you but on cheap paper unlike the previous Max 6 and 7 release "new features" booklets which were roughly the same size) and a roughly 200 page "Tutorials" book that is in black & white (which is a lot smaller than the 600 page tutorial book that used to come with the software). The DVD case is okay however, not too fancy or anything that says "this is the coolest program in the world" but at least its not the lame paper flap system from Max 5.1 and Max 6.
I am a little surprised not to see some of the other goodies that I have come to expect in this box like the "Resource Guide" that teases you with all the plug-ins that you cannot afford to buy, or some of the additional software goodies and coupons that you get.
The Branding
Autodesks marketing department should be ashamed at the job they did here. I know that there isn't much to brand outside of the packaging but c'mon a black start-up screen? Once again I have to ask where is the notification that this is the coolest program in the world when I startup the app?
Shave & Haircut UI
Unfortunately this is the only UI that isn't consistent and uniform with the rest of Max, its still based on the UI that Joe Alter did when he wrote Shave & Haircut. As such it feels out of place and a bit awkward to use :(
Pelt and Gizmos Need to be Turned off in the Unwrap UVW modifier
This is more of a workflow beef that I have, but by default the selection option for the pelt mapper or the gizmos is still active after you apply an unwrap to your faces. As such you need to turn off the pelt or gizmo option first before you can begin to work with or manipulate your UVWs you just generated.
Ok so what do I like about it...
Skin Modifier enhancements
Lots of great work has been done here. Now not only do the bones you assign try to auto size their envelopes properly to conform to the nearby geometry but you also have some awesome new tools to help speed up weighing a character. Most important of these is the "Weight Tool" which is a floating window that when used with the new vertex selection option on the skin modifier lets you manipulate the influence that bones have on a particular vertex or set of vertecies.
On top of that you can also select edge rings and edge loops for a quick assignment of weights or even copy and paste one vertex weight to another vertex! Autodesk has done a great job here to make skinning a character incredibly fast and accurate.
Unwrap UVW Modifier enhancements
Pelt mapping is pretty huge here in this release. Pelts are basicly seams or selections of faces that you grab and use a tool to relax and stretch the faces like they were cloth. Its a pretty handy tool that realy speeds up your productivity while allowing you to have pretty uniform faces (and thus minimal distortion).
Another nice tool related to the pelt enhancements that they did is the ability for you to quickly draw seams on your mesh based on its current edges. Why I find this to be valuable is not just for pelt mapping (where you need to define where the geometry will be split for unwrapping) but for texturing in games. By using this tool you can quickly draw out your UVW clusters in 3D space and select them for the unwrapping that you want to do (versus having to rebuild them in the UVW window).
There are now 3 SO modes for your UVW data manipulation: vertex, edge and face which work as expected.
The guys at autodesk added a default B&W checker pattern to the Edit UVW display which is handy for checking out potential places of distortion on your UVW data. Now we dont need to load in a bitmap :)
There is also the addition of a stock set of unwrapping gizmos have been added to the Unwrap UVW modifier.
Lastly you can now render out your UVW data out to a bitmap file. As such there is no longer the need to load in the 3rd party plugin Texporter since its features are all built into Max now :)
Edit Poly Enhancements
There are three improvements here that I feel are worth mentioning since they vastly improve my workflow: Bridge, Remove Edges and Connect.
Bridge is much like the Max 7 outline SO modes bridge tool but works on Edge and Face level now. In an edge level it works like a fast "create poly" tool so you can seal up some open edges quickly. In face mode you can do some pretty wild geometry as you connect faces one another, creating tubes, holes as well as your stock join option that you would want.
The remove edges tool has some extra functionaility added to it so that when you press "ctrl" and click on the tool while you have an edge loop or ring selected it, it will not only remove the egdes but the verticies as well.
Lastly the connect tool has been enhanced to allow you to "slide" the connected edges up/down so that they arent perfectly centered or "pinch" so that you can move 2 or more segments that you are adding closer together or further apart.
Biped/CS
As much as CS gets a really bad rap for being a bad enhancement it does have some really good benefits and its nice to see that Autodesk is really trying to enhance its features. One of the nicest new features in this release for the Biped/CS is the ability to have it work on TCB or Euler controller types (hurrah now something that is visually logical)
The Biped itself was also given a structure overhaul with more neck, spine, pony tail and tail joints as well as the option of having the biped pelvis rotation affect the model (just like how a real pelvis would).
Hair & Cloth
These are both really great systems that I have had the opportunity to use already since I am on subscription with 3DS Max.
Save Animation
Save your animation data out into an XML formatted file... nuff said.
As you can see there is a lot of cool stuff here. When I get some time I will try to collect all this data together and create a "Max 8 Features for the Torque Artist" documentation.






