Simplified Schema
To ensure uniformity in technical standards across all assets.
To eliminate any missing maps or assets.
To streamline the asset build process by reducing some of the manual/boring work.
Review Engine is pre-installed for all internal staff. You can find the script icon in Customize -> Customize User Interface -> Toolbars -> Category -> CCW-TOOLS -> Review Engine
For external staff/freelancers a review_engine_v0.0.1.mzp file will be provided or you can download from here: Review Engine v0.0.1. You need to drag and drop the file in to 3ds Max UI and install the script. After that you need to navigate to Customize -> Customize User Interface -> Toolbars -> Category -> CCW-TOOLS -> Review Engine and put the icon somewhere in the 3ds max UI bars for easy access.
** Every time when you run the script it will check for newer version, if an update is available it will automatically update to the latest version. Depending on your account permissions it may ask you to run the 3ds Max as Administrator to access the root directory of 3ds Max.
review_engine_v0.0.1.mzp
SHA256: 6cd9bd8593952f88e5ebed5024994437f62a27adea4311d02a51133e7bb24e76
MD5: 0d060afafaecb63d1049ea05c5457a10
The Models UI is separated by three sections, Load Client Studio, Rename Elements and Submit For Review.
Load Client Studio you can load chosen client studio based on dropdown selection.
Rename Elements is responsible for renaming the selected object based on Product Name and selected elements dropdown list (you have the ability to use custom naming as well). In addition you have the option to hide object and center pivot after renaming is done. This section is checking if you have not allowed modifiers, if the Unwrap UVW is in real-world and if Unwrap UVW UV's are positioned correctly.
Submit For Review is used to save the model and create the previews. Previews can be done locally and submitted to deadline (submittion to deadline can be done only for internal staff). In addition this section is optimizing the asset bases on check-buttons and checking the overall technical quality of the asset.
More details can be found further down.
Client - Choose a client from the dropdown menu to see a list of their associated studios.
Client Studio - Select a studio from the dropdown menu that is specific to the chosen client.
Load Client Studio - Load the selected client studio by clicking the corresponding button.
Category - You can select from three categories: Furniture, Mattress, Prop and Custom. Each category comes with its own pre-written elements.
Product Name - specifies the name of the product, if you have only one layer in the file/scene (which you must have) it will take if from there. This will be the file name as well when you click on Submit For Review button.
Selected Element - this is the specific element of your product, you have a few elements per category pre-written UPHOLSTER, STITCHES, FEET, METAL, PLASTIC, BUTTON, MECHANISM, CUSTOM. The custom dropdown lets you write the element name yourself.
Selected ID - the id of the elements. You may have variety of different elements, for example sofa product can contain a multiple upholsters, one for the main sofa body and different for the pillows/cushions.
Custom Element - this is visible only if you choose "CUSTOM" from the Selected Element dropdown. In this field you can specify custom name for your element.
Object Name - representation of how the selected object will be named after you click Rename. The name is generated based on Element, Selected ID, #, Product Name, random number.
Hide Objects - when this button is on it will hide selected objects after renaming was successful, the button is on by default.
Center Pivot - when this button is on it will position the pivot to center of the object after rename was successful, the button is on by default.
Rename - starts the renaming process, but before that it will do checks on the Unwrap UVW. First check will be if the Unwrap UVW is in real-world, the second check is the position of the unwrap, they always must be in the positive area (sometimes this checks can take a few seconds depending on poly count of the object). If something is wrong with the checks, message will pop up. You have the option to skip and continue. Just keep in mind that this may cause issues further in the production.
Browse - specify the folder in which you want to save the model/product.
Clean All MME and MMO - cleaning all of the material id channels and object id's, this includes the vray effect id in the VRayMat as well.
Collapse To Unwrap UVW - collapse the modifiers stack to Unwarp UVW, but before that it will check if you have any OpenSubdiv, TurboSmooth, meshsmooth, VRayDisplacementMod, HairMod modifiers below the unwrap.
Optimize TS and OS - sets the OpenSubdiv, TurboSmooth interpolations value to be active only when rendering. In this way you will have less geometry visible in the viewport.
Link Product to Helper - creates a point helper at the center and link the product to it, if you have any rigged product please don't use this option.
Collect Maps - automatically collect all the maps in the folder you specified from the Browse button.
Local Preview - it will render a several previews of the product depending on the studio you have chose. This process will start after the file is saved.
Submit Preview - it will submit the preview rendering jobs on the Deadline depending on the studio you have chose. This process will start after the file is saved.
Selected Studio - you can chose a pre-made preview studio from the dropdown list. Please note that you can't use custom studio but any number of studios can be added later.
Save File - pressing the Publish button first we will run a few checks.
Missing or incorrect paths in Asset Track - checks if anything is missing from the asset track list.
Bitmap Texture - please convert all bitmaps to VRayBitmaps
Multi/Sub-Object Material - check if any multi-sub object material are in the scene. You will have the option to ignore this. Just keep in mind that this may cause some issues funder in production.
Layers count - number of layers should be two. The default layer "0" and the product layer.
Layer naming - layer naming should be the same as the Product Name.
If everything is okay with the checks, script will first optimize the file and then save it, if you have one of the preview options clicked (which is recommended) Local Preview or Submit Preview chosen studio will be merged in the file and previews will be submitted to the Deadline/rendered locally. When everyting is done the 3ds max will be Resetted.
MODELS WORKFLOW
In the video below, we demonstrate the basic workflow of Review Engine.
We start with a scene that contains all of our work in progress models. To prepare these models for review, we open a new 3ds Max scene and copy the relevant product from the WIP scene, ensuring that no unwanted elements are included. We then rename the elements and save the file, before submitting previews to Deadline.
During the renaming process, we encountered warnings from the Unwrap UVW real-world check for some of the objects. It's important to note that ignoring these warnings is not good practice, and could result in issues with the final product.
The Shaders UI is separated by two sections, Shader Templates,and Submit For Review.
Shader Templates you can load chosen shader template based on dropdown selection.
Submit For Review is used to save the shader and create the previews. Previews are submitted to deadline (submittion to deadline can be done only for internal staff). In addition this section is optimizing the asset bases on check-buttons and checking the overall technical quality of the asset.
More details can be found further down.
Category - Fabric category.
Template - Shader template name.
Info - Opens an selected template info window.
Load Shader Template - Loads the selected shader in to SME.
Browse - specify the folder in which you want to save the asset/shader.
Shader Type - List of most common material/shader types.
Project Number - Number of the project corresponding to this asset.
Client - Client Name.
Tags - Tags that will be written in the Tags.txt file, you can add any additional tags.
Artist - Artist working on this asset/shaders. It's automatically filled in from the username, but you can change it.
Shader Name - Replace "SHADER_NAME" with the actual name of the asset/shader from FTrack.
Select Studio - Every client have multiple studios by clicking on the studio name button you can choose in which studios you want the shader to be rendered.
Submit Preview - Submit the preview rendering jobs on the Deadline depending on the studio you have chose. This process will start after the file is saved.
Save File and Submit Previews - First we will run a few checks.
Missing or incorrect bitmap paths from the selected material
Bitmap Texture - please convert all bitmaps to VRayBitmaps
If shader have any ColorCorrection
VRayMTL Settings
If everything is okay with the checks, the script will first save the asset/shader, then starts submitting the previews on the farm. After everything is submitted 3ds max will be restored to previous stage.
SHADERS WORKFLOW
In the video below, we demonstrate the basic shaders workflow of Review Engine.