kos88

Hi,

I'm happy to share with you the first (Beta) version of the HardMesh for 3ds Max!
We have been working on this to let me Max users to have the closest possible experience to the Maya implementation. We are going to start a beta testing soon, if interested please email me at: costantino.fracas@pux-3d.com

Below a quick overview of where we are now with the implementaton.

wheel_01.gif We have implemented the plugin as Max modifier to have it integrated as much as possible into the modeling workflow. Like in Maya, an operation can have multiple non intersecting meshes as input.
From the low resolution input mesh an internal tasselation, editable by the user, will give a higher resolution mesh to compute.

wheel_02.gif  The modifier will let the user edit the result of the operation, composed of multiple parameters other than being able to change the actual inputs.

wheel_03.gif Like in Maya, we can display the inputs as wireframe objects and the offset curves to quickly understand the contribution of the fillet radius to the final mesh.

wheel_05.gif Operators can be stacked to let your booleans act on different parts of the geometry and cut over already filleted areas.

There is still a lot of work to be done to bring it to everyone, but finally we are able to have it also on 3d max 🙂

Hope you like it!

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NOne
How come none of the 3DS Max community is posting feedback? Is the community already this dead? I wouldn't be surprised considering the total negligence Autodesk has given them. Rip Max 🙁
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oglu
I assume we dont have that much Max user here.
You should post that on the Polycount Board.
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NOne
I was a looong time 3DS user even before it was on Windows. I checked Polycount and there is no talk of this development over there. Its been quite some time I witnessed any studio using Max in the concept design niche. I can only assume most users moved on like I did.
oglu wrote:
I assume we dont have that much Max user here.
You should post that on the Polycount Board.
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samadoni
the plugin for max is not even out yet and still in beta 
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NOne
Which means is free to test for everybody and to give useful input. I'd test it but I work exclusively on Mac now
samadoni wrote:
the plugin for max is not even out yet and still in beta 
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kos88

Hey guys, 
I didn't want to spread the news on bigger forums yet, and here we have mostly Maya users.
Having to handle a public beta have its pros and cons, and starting it in a smaller community seemed to me easier to manage.

We are getting back positive feedback from the testers so far, and of course we are hoping that not everybody moved to maya, or I've made a very bad decision 🙂

Things are moving forward on both softwares now.

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Kae
Hey guys! 
I made a new account here just to express how supportive i am and so do alot of 3ds max users, if this plugin will be released fo max. 
Imagine how disappointed someone is, who pays 99 euros for a plugin called smooth boolean that never works like this. Although 3ds max is my main software, but started recently learning maya literally just because of this plugin.

Cheers!
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kos88

Hi Kae,

thank you for the kind words and support!

I hope you will enjoy the max implementation of HardMesh, we are currently debugging and polishing the plugin and we are not too far from a first release. 

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gao-
Hey @kos88 , what's news about your plugin ? 🙂
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