MeshFusion
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Just the sort of video that tells me nothing except someone's poor taste in "music".
How would one know how the things on screen are occurring -or the significance? It looks impresive that shapes are rapidly appearing on the model, but there must be more to it. -
@pbacot said:
Just the sort of video that tells me nothing except someone's poor taste in "music".
How would one know how the things on screen are occurring -or the significance? It looks impresive that shapes are rapidly appearing on the model, but there must be more to it.lol.. agree.
from what i gather, it's real time booleans?
[EDIT] oh.. that's a link in frenchy's post..
"live interactive booleans"
..still, the video would probably be more fitting if i watched it after a handful of shots in a nightclub at 3am -
MF is a serious game changer. The big deal isn't so much the live booleans (although that's a big deal in and of itself) but more the mesh stripping. The plugin takes an enormous amount of the manual labor necessary in sub d work (the sub d connections between parts, voids and solids) and makes it automatic. If you work in sub d and have ever had to model a complex object, joining all the parts painstakingly with quad strips, this video will leave you gawking. Kind of like the transition from cutting plywood with a circular saw, measuring and marking out each piece individually to cutting on a CNC machine. Major.
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Indeed. I have no need for it, but this sure is impressive tech. I think MF will draw a lot of attention to Modo.
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I see. It does the work of defining the mesh and making correct intersection/mesh with other forms. As primarily a SU user, my experience is limited in "good geometry". I take what I can get.
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@arail1 said:
MF is a serious game changer. The big deal isn't so much the live booleans (although that's a big deal in and of itself) but more the mesh stripping. The plugin takes an enormous amount of the manual labor necessary in sub d work (the sub d connections between parts, voids and solids) and makes it automatic. If you work in sub d and have ever had to model a complex object, joining all the parts painstakingly with quad strips, this video will leave you gawking. Kind of like the transition from cutting plywood with a circular saw, measuring and marking out each piece individually to cutting on a CNC machine. Major.
neat. thanks for the further explanation.
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To understand a little I had to find Modo... and ran across this in another forum,,
"Are they the same thing as 3DS Max and Maya? What are great or advance features that 3DS max and Maya don't have?
What are the advantage of using MARI and MODO? Like advantage to rigging, animating, texturing, and modeling. Well that's all.
I'm still a newbie……………
…………………………………………………………………………………………….This is a much bigger question than you realize. Each of these tools covers some portion of the 3d toolset. Depending on what you are trying to do, you may use only one or all of these tools.
So, let’s get some of the basics. A typical 3d pipeline requires you to model an item. You can do this in the traditional way with polygons (yep those things from math class you thought you would never see again), you can sculpt a predefined shape like clay, or you can mathematically create an object from basic math. The first two are more common with 3d games or animation, while the last is more common with designing products that will be built in the real world.
Next, you traditionally "unwrap" your 3d model onto a 2d plane, to make it easy to paint textures onto the object. This allows you to use tradition tools such as photoshop, illustrator, and other 2d painting applications to achieve the look you are going for. This is currently the only reasonable option for most 3d games. Or you could use a relative newcomer, ptex, to skip the uv unwrap step, and create a potentially higher quality asset. This is used to paint directly on an object, and use 3d analogous paint programs. (Your render engine must be able to use a ptex file, else you will eventually have to uv unwrap anyway.)
The next step depends on your final target. For games, you will use whatever specialized tools your game engine provides to export the asset, then use the asset in the engine. The game usually worries about making the textures look the way you want them to. For animation, stills, or movies, you are now going to choose a rendering engine, to create your final concept, and prepare it to be used in another compositing program, such as photoshop, nuke, or after effects.
All of the programs you mentioned fit in multiple categories.
CREATE POLYGONS
Modo, 3ds Max, Maya, Blender, SoftimageSCULPT
Modo, Blender, Mari, Zbrush, MudboxUnwrap UVs
Modo, 3ds Max, Maya, Blender, Mari, Zbrush, Mudbox, SoftimagePTex
Mudbox, MariRENDER - This is special, since it will depend on what you are trying to output.
Turntable effect
3ds Max, Maya, Blender, Mari, Zbrush, Mudbox, SoftimageRender image
Modo, 3ds Max, Maya, Blender, SoftimageFor major productions, an external renderer is often used such as:
Vray, Thea, Mental Ray, Arnold, Maxwell, and the one Pixar uses, Renderman.Now, some of the programs make these tasks easier that others, and different people will give you different opinions on the best workflow, but the truth is the workflow that you use that works for you, and makes you productive is the right one.
Hopefully this will help. "
Now that I've burnt about 8 hrs. lol I wouldn't know how to use it! I'm still learning Sketchup!
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@futurepast said:
Now that I've burnt about 8 hrs. lol I wouldn't know how to use it! I'm still learning Sketchup!
i think anyone wanting to learn modo should have a look at this site:
http://cadjunkie.comi've never tried to learn it but i've watched most of his modo video so i have a decent grasp of what's going on with it.. it looks super sweet though.
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Although a few years old now, I think this simple 5 minute youtube video gives a good description of the basics of sub division modeling.
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