3ds Max 2023.1 released
Jun 15, 2022 by CGPress Staff
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Autodesk has announced the release of 3ds Max 2023.1. The main new features include:
- The ability to extrude and extend spline segments or open vertices using the transform tools in combination with keyboard shortcuts for fast and flexible spline editing.
- Significant performance improvements to the Turbosmooth, Morpher, and Skin modifier.
- The ability to save material libraries back to previous versions of Max.
- Improved File Merge performance
- Zoom Extents on Isolate mode is now persistent, with a new option that keeps the existing zoom level after isolation.
- Support for Alembic 1.8.3
- Improvements to the Chamfer modifier including an enhanced retriangulation algorithm that reduces the chance of long and thin edges, or misaligned edges from occurring and potentially causing visual distortions on the geometry.
- A new option in the Vertex Paint modifier that allows you to capture existing Vertex information that can then be further edited and manipulated.
- The Unfold3D Optimize option to relax UV data can now pass an active UV component selection to limit the operation to be applied to the selected area only.
- The Perspective Match tool has been improved with a new Allow Distorted View option that enables the view to be distorted in a non-uniform way to better match the image that is being used.
- When working with the Editable Spline or an Edit Spline modifier, changing a Spline Vertex type to Smooth, Bezier, or Bezier Corner will automatically adjust the adjacent Spline Segments to a Curve type.
- Smart Extrude now includes an improved algorithm to detect overlap or cut through between a pair of faces and to form replacement faces when dealing with concave information. Other improvements have also been made to help with face generation, face triangulation for colinear and concave corners, and hidden edge visibility.
To see the release notes in full, visit the Autodesk help pages.
Chamfer AND Extrude improvements?!?!? In one update? We’re living in the future folks..
Sorry they don’t mention skin improvements anywhere in the update..?
What a sad state the animation/rigging department is at….
The added functionalities on spline are really nice. Good job on that.
Those new vertex and segment extrude alone are worth the point upgrade ! Really cool.
RIP. Waiting for Humble Bundle resurrections in 4 years. Sad since this is a good software after all. Still love CAT and modelling tools, curve toolset is unmatched in Blender.
then go to blender forums kid. You bleder fanboys are truly retarded.
Bro he has a point so why the rude comment. The only assclown i see here is you.
The point is, blunder fanboys spamming 3ds max news. Blunder curve tools, who cares.
Maybe I’m misinterpreting the comment, but I believe Artur is saying Max has better curve/spline tools than Blender? Max has robust spline tools so I can’t imagine Blender is better in this regard. Regardless, I think in the context of software development–which is what this is–it’s perfectly relevant to be referencing state-of-the-art functionality, regardless of what app it comes from, even free ones. Blender is absolutely driving Autodesk to innovate, so even people like you who become disgruntled at the mention of Blender benefit from it.
Im just tired, every news, every youtube video about max, blender fanboys spread their religion in comments…jeez…
Without spreading religion how do you expect to keep the faith goin : ).
We need fanatics on both sides to compete for the better “religion”. As a long time max user I don’t mind seeing blender boys hate on Autodesk, just another needle up their butts to keep moving.
I’m looking at you CAT, character studio, splineIK, Muscle, cloth, animation layers, should i go on? embarrassing isn’t it when all the rigs are still done by at least 20 year old tools in Max?
They have all right to mock. Let the mob at their backyard maybe they’ll hear their yelling a bit better than ours.
I rather like the energy and enthusiasm surrounding Blender, even if I’ve only tinkered with it. It reminds me of the excitement and optimism surrounding 3d Studio development in its heyday. It’s absolutely remarkable that free software can be as good as Blender is. As a Max user from the start, I’m tired too. Tired of watching the long, slow decline of 3ds Max and all the corporate, profit seeking gimmicks that have been the focus of Autodesk, rather than building and maintaining quality software. Mind you, this is software I’ve spent decades learning and relying on for my livelihood so I’m very passionate about its development.
People forget that a lot of Blender users are Ex max users..I was a max user for years I loved it until I realized I could do everything I needed in blender.
I think Autodesk knows the game is up and Max / Maya just isn’t worth the investment anymore, you are fighting a losing battle against a free open source software that has an army of devs creating every and any plugin you can imagine.
On top of that, you have a core dev team that develops what the community wants as opposed to what Autodesk wants (locking people into ridiculous subscriptions)
I would like to add though even though there are loads of jokes/memes about the 3ds max development, chamfer and remesh are the best in the industry and max is a beautiful software…
All that is true. None of us still max users have switched to blender because of ma y shortcomings when it comes to real production and tight deadlines. Funny enough its neither the chamfer nor remesb tools keeping me in max.
Modeling can be done anywhere these days, sire max has the modifiers and thats a big advantage.
But can u do what CAT does in any other software without a massive TD force?
Or character studio?
But these tools have been left behind since forever.
Max has the best modeling, ten plugins for rendering, ten plugins for smoke another great one for water and ocean which is only bested by houdini on the market.
You want it you can get it.
You have all that but one thing you do not have is anything to do with characters
From fast good cloth to muscles, to good ik yo animation layers etc..
Onstead of focusing on these they focus on things that already great or good enough for any production and are already getting the job done in the software.
And this has been goin on for 20 years now!
THAT is the problem.
I doubt its losing battle. For freelance or individual artist it looks that way, for studios its not. Studios have legality that need to consider, not to mention re-wrote pipeline system that cost time and money.
Blender dev in their own way had a lil bit of arrogances like discarding vfxplatform. Because the dev wanted a new shining latest python version. Not sure how they came to that decision, maybe they think everyone should follow Blender dev spec instead Blender dev following majority of studio convention specs. When Blender dev thinking there are no benefit following vfxplatform, no contribution what so ever, that is sign of arrogance. They did not count USD, open subdiv, open exr, material x, etc as contributions.
3ds Max + vray + tyflow + maxscript is a very powerful combination. Althoug I am not sure how solid and all-round other packages are to work on visualisations, animations and vfx are. I think I would miss the modelling and scene management in Houdini and simulation and rendering in Blender. For me 3ds Max works very well for freelance work.
Exactly so. Max is great software with stalled development. I hope they invest much in development while cutting on marketing to bring back healthy competition before it’s too late for Max.
yeah but don’t have to be a assclown about it bro. I was a max user since the company was called Discreet and also was a Maya user as well at the time is was called Alias wavefront. At the end of the day its a damn tool nothing more. Autodesk and its subscription model is nothing more then a way to milk money for poor updates. One thing i can say is the community of developers for Blender they actually listen to the artist and give them want they need unlike autodesk.
yep, they listen and give. Crappy UV becoause you dont need god unwrap in blender, right? Broken UNDO, took 4 years to bring performance to 2.7 levels, half assed features like extrude manifold…but fuck it, better to start new ‘feature’ and never finish it.
Learn to read with understanding.
learn to write coherently.
I don’ think this is a full list. But, does it matter? Haters gotta hates.
Hey admins, why i have to wait 5 minutes to open any news? Its just a black page for a few minutes
Solid update,performace is the most important!
Performance and progress bar is very very handy, nice seeing what slows your scene down when opening (mostly xrefs).
Now sort the layers out, the slate material and include VRAY complete and Forest Pack and we would have a decent value for the software.
I’d much rather pay for Vray, RailClone and ForestPack (and I do) than having those be assimilated and half developped by AD.
Here’s a much more comprehensive list of all the new features. https://cganimator.com/unofficial-3dsmax-whats-new/?fbclid=IwAR0lUT9M7H6HXmuVPuxhS5sUz2bEYuLISe7NQQQRp1fl0q0u4p78uTI9X3M&fs=e&s=cl
I don’t undrestand! why every time testers send complete lists and explain about this?! and every time autodesk’s new features list is incomplete without any detail about their new features!!
I’d love to see some big UI updates.
-The Slate Editor is so lacking and dated. Anyone who’s used the shader editor and node wrangler in Blender will agree. Making it it dockable is in a future release but it’s so big and clunky. They need to hire a good UI designer.
-The layer editor needs a huge update. Still no way to manually arrange or color code layers seems crazy to me.
– Color management. ACES OCIO compliant. Future release I know but come on!
-Smart Modifiers. I’ll ask for this forever. Ability to put modifiers in folders and save and share presets with exposed parameters. This would be a game changer IMO.
-Update MCG! Make it great and support the shit out of it.
-Allow me to install a streamlined VFX build w no Revit or Civil View or old tools like patches that no one uses. VRML97!!!!!!!???????
-Dockable and permanently editable UV window rather than only when I’m using the Unwrap modifier.
Gimme all this is Max 2024 and I will nod my head and raise my eyebrows in equal measures of surprise and approval.
In the layer editor you can color code and sort by the color, just add the color column.
This just changes the object/wire color, not the actual layer color.
Yep, they should take care of that ancient UI and modernize modeling an UV workflow , thats the priority. Not animation, simulation or other high tier stuff. First they should fix core functionalities.
Nice. Improvements to Turbosmooth, Morpher, Skin and Chamfer modifier are instantly useful. Core fundamental changes would be great of course, but my 8000 frame scenes just got so much more pleasant to work with 😀
Some body between developers update max idea forum and max roadmap!!!
Solid update on its face. First update I’ve seen that conjure some regret at being stuck on 2020 since Autodesk left long time perpetual owners like me out to dry. Question is how many new bugs come with it.
smart extrude and retopo were good updates too, really useful. New unwrap too.
Smart extrude looks neat. I tried retopo and found the workflow experience to be poor and the results underwhelming. It seems to be a very isolated use case where people want to make awful, terribly inefficient, models just a little less awful. Limited practical audience, especially in its current form. I can’t see any use for it at all in game development. Unwrap improvements always welcome and appreciated. Still, all these features are playing catchup to the state-of-the-art and there’s zero true innovation there. I’d like to see Max get back to being a leader in innovation as they were in the past.
Retopology is extremely useful in many cases.
Its not great for retopo characters in my opinion, but it works with smoothing groups so you can use that as guide lines and it can give a base line to start from.
i use it exactly for game dev. Retopo crappy boolean hardsurf. Subdivide and bake on hand made LP. What is the problem?
Smartextrude is state of art. Only zbrush one is comparable, but worse.
Smartextrude may be state-of-the-art now, but it’s not an innovation by Autodesk. I believe it originated in another app, possibly Blender. So, as I said, catch up. Just like retopo, quad chamfer, and nearly every other feature that Max has added in the last decade, they’re just copying, not innovating. How long has ZBrush had retopo?
As for retopo, like I said, you’re making bad models a little less bad. The edge loops and topology may be easier on the eyes, but they don’t make the model render any better or more efficiently. The edge loops are still not “usable” in a practical way. The edge loops produced by retopo are still far too dense and unoptimized to be of much use in my opinion. It’s nothing like a properly built model–it’s just a more organized mess. For hardsurf bakes I always start with a clean, low poly model because that’s the most important part that the customer will actually see, and build high from there. I put a priority on what’s actually going into the game, the low poly isn’t an afterthought for me. I don’t use booleans precisely because they’re “crappy.”
No it’s not from blender. There is no working equivalent in blender. There is some crappy half assed implementation that works like shit in blender. It’s based on sketcup / zbrush not blender. That’s your problem how you start with your hard surfaces. People use zbrush for hardsurfaces, dynamesh/polish workflow. Maz retopo is alternative for that , quite good alternative as it does’nt need milions of poly and is easier to edit. What should they innovate exactly? Make retopo working in 5’th dimension? Or maybe don’t add it at all becouse zbrush did it first?
BTW, there is no retopo like that in any other soft. Just maya, max and zbrush. You need commercial plugins in other apps.
And if you say ‘i dont use booleans” and “crappy”, then sorry, you don’t know what you talking about.
The Blender version and max versions were developed in the same timeframe and the max version continued to get improved over time. This latest version is really neat from the videos I’ve seen and I hope this inspires the Blender devs to continue work on theirs.