September 2023 // for the German magazine Digital Production I analyzed the new Boolean modifier in 3ds Max 2024

DP2305_Boolean_Modifier

 In 3ds Max 2024 a new Boolean modifier was added. In this article I show how it works and demonstrate the new possibilities of this powerful modifier.

an English version will maybe follow
   
 
April 2023 // for the German magazine Digital Production I explore the new features of 3ds Max 2024

DP2303_3dsMax2024

With the release of 3ds Max 2024 some existing features have received an update and some new tools where added.

an English version will maybe follow
   
 
April 2023 // for the German magazine Digital Production I checked out the new nodes for terrain creation in tyFlow

DP2303__Terrain

Tyson Ibele never stops to amaze us. With the last update of tyFlow tools for creating landscapes where adden. In this article I explain these operands.

an English version will maybe follow
   
 
November 2022 // for the German magazine Digital Production I looked at the new Array modifier

DP2206_074_081_array modifier

Since ages we had several options to array object in 3ds Max. Since version 2023.2.2 we now also have an Array modifier.
In this article I´ll show the different possibilities what can be done with this interactive modifier.


an English version will maybe follow
   
 
April 2022 // for the German magazine Digital Production I wrote an article about a workflow that I named Reverse Rigging

DP2203_article_Reverse_Rigging

A rig does not always start out with using bones for the main animation. Sometimes one uses other methods and then has to find a way to make everything work together. In this article I cover such a project and the methods I used to get the final animation done and still keep everything so procedural, that any further changes on the animation can be implemented without any problems.

an English version will maybe follow soon
   
 
April 2022 // an article to the official release of tyFlow for the German magazine Digital Production

Titelbild DP2203_article_tyFlow

an article to the official release of tyFlow
in 2019 I already wrote my first article about tyFlow that was in open beta back then. Since then a lot has happened. Many areas got refined and further features where added.
Since the beginning of this year tyFlow can be purchased and I write what is all included and which licensing options are available.


an English version might probably follow soon
   
 
June 2021 // an in depth test of the online / offline renderer Light Tracer for the German magazine Digital Production

article_LightTracer

in 3D created models also often would like to be rendered. As not every construction software can also create nice pictures an alternative is needed. I tested the software Light Tracer, that can be used online as well as offline to quickly provide pretty renderings.

an English version will maybe follow soon
   
 
April 2021 // testing the addon Decal Placer for 3ds Max for the German magazine Digital Production

Titelbild DP2103_124-131_DecalPlacer_online

most object really come to live through the additional features on the surface. That might be screws or stickers or signs of usage or further details.
Instead of adding much more geometry to the scene, similar effects can be archived by using decals. Decals are simple, sometimes subdivided, surfaces with a texture or even a whole material.
In this article I test the addon Decal Placer in different workflows.


an English version might probably follow soon
   
 
March 2021 // an overview on the new auto-retopo tools in 3ds Max for the magazine Digital Production

article DP2102_104-115_Retopo_online

Creating a new polygon surface for a scanned or a sculpted mesh is nothing new. With the update to 3ds Max 2021.3 now Autodesk brought its own auto retoplogy solution to life.
In this article I am testing this new tool under the different conditions.


an English version will probably follow soon
   
 
October 2020 // a short tutorial on using the Arnold renderer in 3ds Max for the magazine Digital Production

article DP2006_048-054_AdvertorialArnoldMax

Many 3ds Max users were shocked when Mental Ray, to which users had become used to for years, was removed and replaced with the Arnold Renderer. Even if the settings in this new renderer look slightly different, it is actually not that complicated to use. In this article I explain in simple and logical steps the way to a nice result with the Arnold Renderer.

an English version will probably follow soon
   
 
August 2020 // an article about UV Packmaster for Blender and 3ds Max for the magazine Digital Production

article DP2005_038-043_UVPackmaster

UV Unwrapping and packing is not the most liked work by many artists. Here I am testing a plugin that still leaves the unwrapping to you, but does a great job in packing the resulting UV islands into one or multiple UV squares.

an English version will probably follow soon
   
 
May 2020 // the second article about Addons for Substance Designer for the magazine Digital Production

article Substance Designer Addons part 2

while writing the first article about add ons for Substance Designer I had to dig deep through different stores and did find quite a variation on different tools So it was decided to write a second article to also cover some of the other valuable tools.

an English version will probably follow soon
   
 
March 2020 // article about Addons for Substance Designer for the magazine Digital Production

article Substance Designer Addons

I was asked to do a research on what helping add ons are available for Substance Designer.
It turned out to be a longer journey than expected. Some of those add ons are really complex and offer a whole new tool set to Substance Designer.
All in all it was an interesting and exiting journey.

an English version will probably follow soon
   
 
March 2020 // article on Quad Remesher for the magazine Digital Production

article Quad Remesher

Creating a new topology for an object is not always an easy task.
Here I am doing a review of Quad Remesher and test it thoroughly in different situations.

an English version will probably follow soon
   
 
November 2019 // an article about switching from a mouse to using a tablet for the Digital Production 1906

Titelbild WacomIntuos

together with Bela Beier, the editor in chief for the Digital Production magazine, we wrote an article about the possible option if a user would change from a mouse to a tablet for the majority of the work on a computer.

read the German version of the article here
an English version will probably follow soon
   
 
June 2019 // article about tyFlow for the Digital Production 1904

Titelbild tyFlow

even though the plugin tyFlow is still in the beta stage I was asked to have a look at it what it can do so far.
Of course a lot of additionally feature where added since this article was set to print, which I therefore could not add in this article.

read the German version of the article here
an English version will probably follow soon
   
 
March 2019 // article to TopoLogik for the magazine Digital Production

cover TopoLogik

 for the issue DP 1902, that was covering different plugins, I tested the plugin TopoLogik.
TopoLogik offers many tools for creating a new topology.

an English version will probably follow soon
   
 
March 2019 // article to IKMAX for the magazine Digital Production

cover IKMAX

for the issue covering several plugins I tested the plugin IKMAX.
This tool helps to quickly create a customized rig.

an English version will probably follow soon
   

 
November 2018 // reviewing RenderPeople for the magazine Digital Production

cover RenderPeople

not every software brings along characters ready to use. If you are looking for good quality persons it is even more difficult. For this RenderPeople offers an assortment of diefferent persons, some even ready animated.

a German version of the article will follow soon
   
 
November 2018 // Assetmanagement in 3ds Max for the magazine Digital Production

cover 3ds Max Assetmanagement

finally the Bifröst technology also arrived in 3ds Max. In this article I give an overview on how to handle fluid simulations in 3ds Max.

   
 
May 2018 // covering 3ds Max Fluids for the magazine Digital Production

cover 3ds Max Fluids

finally the Bifröst technology also arrived in 3ds Max. In this article I give an overview on how to handle fluid simulations in 3ds Max.

   
 
May 2017 // reviewing the plugin DriverMaster for the magazine Digital Production

cover DriverMaster

out of experience I know that animating a vehicle is not as easy as it initially sounds.Theplugin DriverMaster offers many tools that help with this task.

   
 
June 2016 // a new article for the release of 3ds Max 2017 in the magazine Digital Production

cover 3ds Max 2017

in my personal opinion 3ds Max 2017 received a lot of great new tools and also older tools got reworked and modernized.

 
August 2015 // an article about 3ds Max 2016 for the magazine Digital Production

cover 3ds Max 2016

this was a hard to swallow release for the 3ds Max community as the previous functional sales model was abolished and replaced by a pure rental system. However some good new tools where added to.

a German version of the article will follow soon
   
 
August 2015 // a workshop on Substance Designer for the magazine Digital Production

cover Substance Designer

Allegorithmics Substance Designer has finally reached the greater masses in the creative areas. About time to write a beginners workshop.

   
 
January 2015 // Rendering with the Nvidia Quadro K5200 for the magazine Digital Production

cover Nvidia Quadro K5200

as there was just an article released on the usage of render farms I was asked to write a comparison whether it makes more sense to use a render farm or to buy a new graphics card. As weird as this sounded in the beginning it brought up interesting insights.

a German version of the article will follow soon
   
 
May 2014 // a new version of 3ds Max was released and I was asked to write an article by the magazine Digital Production

cover 3ds Max 2015

in 3ds Max 2015 not only the beloved Undo and Redo icons returned, there was also a lot of work done on the scene management and new tools where introduced.

   
 
August 2013 // Interview for the online-magazine COMMAG

cover COMMAG Interview

PSD-Tutorials not only offers courses, but also a digital magazine called COMMAG who interviewed me about my profession in production and as a trainer.
   
 
June 2012 // Making of PNY Europe 10th Anniversary Trailer in the magazine Digital Production

cover PNY Making of

this article offers informative insights to the Making of the PNY Europe 10th Anniversary Trailer.

a German version of the article will follow soon
 
April 2012 // article about 3ds Max 2013 for the magazine Digital Production

cover 3ds Max 2013

since 3ds Max 2013 multi lingual users finally do not need to install multiple versions any more. Just start the software in your desired language. Apart from that a lot of features for animation and the viewport display where added.

a German version of the article will follow soon
   
 
January 2012 // article about professional trainings from the magazine Digital Production

cover Trainer Interviews

in this issue Digital Production wrote about professional trainings and I was asked to give an interview as a Trainer.

a German version of the article will follow soon
   
 
November 2011 // article covering the Subscription Features for 3ds Max 2012 for the magazine Digital Production

cover 3dsMax 2012 Subsciption Features

for this issue I wrote an article about the Subscription Features for 3ds Max 2012.

a German version of the article will follow soon
   
 
June 2011 // a new article covering the new Features for 3ds Max 2012 for the magazine Digital Production

cover 3dsMax 2012

the world does not need to end in 2012.
Read what´s new in 3ds Max 2012.

a German version of the article will follow soon
 
June 2011 // new video tutorial 3ds Max

3ds Max Video-Training - Basics & Tricks
SteamCar

This time I was asked by PSD-Tutorials to create a series of video tutorials for 3dsMax.
This resulted in a monumental work of 27 hours in total length.
The start is an overview of the software interface, to then learning the first basic modeling techniques, followed by assigning material and a first simple rendering. From there further modeling techniques are teached to create the various small parts which will find their place in the model being created during the whole project. To strengthen and and to enhance the learned knowledge a whole car will be build. Before I started the whole project I asked a variety of persons on what they would like to have included in the tutorials. One of the wishes was to not clean up the tutorial, but instead leave the errors that occur during a workflow in the video clips and, of course, also how to find your way out of those traps again.
Once the modeling phase is finished the project goes into several techniques of animation. In those clips it is not only explained how the car will move along a path but also methods of stearing and the rotation of the Wheels according to the distance traveled. On top of that all pistons, cogwheels and chains are animated to move in an appropiate and logical way by the use of different techniques of linkung, wiring and constraints.
The project continues with the creation and assigning of  the correct materials, different lighting setups and several methods of rendering. To finalize everything a special scene setup is explained to render several layers that are then put together in a final compositing using Composite.
As an extra over an hour of training was added on the new features of 3dsMax 2013.


   
 
March 2011 // GPU Rendering in 3ds Max

iray hot rod

A new article on the use of iray has been written for the german magazin DIGITAL PRODUCTION. In it the handling of the renderer was explained as well as several possibilities of optimization. Additionaly further steps where explaned on how more speed and quality can be archived through the right post production.

As the layouter of the magazin kept striktly to his design the explaning images turned out quite tiny and the reader can't really see anything on them.
Therefore here a link to the images in a resolution where one actually can see the differences:

   
 
February 2010 // the meerkats has finaly seen the light of day at PLAYMOBIL

Erdmännchen
meerkat colony at PLAYMOBIL.de

Like most of my projects it was striktly forbidden to mention anything about the project until it hits the market. This is even more difficult if the family members have small children that have heard the uncle is creating something for Playmobil.
The long waiting finaly has an end. The final product turned out very beautyful and the children are also happy again.
   
 
February 2008 // 3ds Max and FreeForm for realtime visuals

The aim of club visuals is to mix shapes, colors and clips to the music and screen it inside the club as a visual stimulation.
On a query from VJ R:A:U:L: we developed a concept and, on the 1st of February, in3.de stood at Stuttgart's Club ROCKER33 as the visual support act. We used software like FreeForm und 3ds Max to create and modify figures, shapes and patterns live and in realtime to the club sound. www.solarexpress.org
   
 
March 2007 // Paris, the hotspot of style.
For the next five month I will live and work in Paris.
   
 
June 2006 // My second tutorial DVD is available here.

 
 
April 2006 // My first tutorial DVD is on the market.
The content covers a deeper overview of most of the tools and functions in 3ds max.
Additionally the new features of 3ds max 8 are explained.
All in all it is a quick way to learn using the software. Since it covers so much of the software it is still a great help also with newer versions.