Guide: Proboolean + Dynamesh Hard Surface Workflow
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Latest comments
by badminton rackets
14 min ago

Wonderful illustrated information. I thank you about that. No doubt it will be very useful for my future projects. Would like to see some other posts on the same subject! badminton rackets

by rayen
43 min ago

that's all nice but what's the purpose of that there is no consumer hardware that can't handle that in real game enviroment

by Romain
1 hours ago

Yeah I know normally a friendly artist is planning to make one about it

Guide: Proboolean + Dynamesh Hard Surface Workflow
20 October, 2017

Ben Bolton has published a breakdown of a process for creating hard surface game assets that automates the high poly and low poly stages as much as possible. These tips and tricks can help you spend more time focusing on form design, less time on tedious operations relating to subdivision or optimization. 

Here is the beginning of the tutorial to get you interested:

Create meshes in 3ds Max as Proboolean objects.

Any mesh in 3ds Max can be converted to a Proboolean object. While the mesh is selected, click the button in the Create > Geometry > Compound Objects panel:

You can also map this command to a hotkey or quad menu, which I recommend so that you don’t have to flip through panels as much.

A Proboolean is an object that contains a list of meshes that are combined, in order, using standard boolean operations. These sub-meshes are referred to as “operands.”

This is the Proboolean UI:

Every operand within a Proboolean remains live and editable. In other words, the object itself is completely nondestructive. 

Ben Bolton 

You can find the full guide here

Source: Polycount

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