I don't see Mesh Fusion as entier new workflow (IDK why even consider any new tool as entire new workflow). Did you guy even tried to cut wood plank in half using hammer ?
Mesh Fusion will just solve one problem with all those fucking annoying cuts, that are really hard to model and/or to time consuming.
I was always fan of boolean modeling, as it is very easy, to make very complex shapes, just so far there wasn't good enough tool on the market. And pleas, don't tell me about zbrush. It's probably good. If I could get over GUI for this part ;p.
I don't see Mesh Fusion as entier new workflow (IDK why even consider any new tool as entire new workflow). Did you guy even tried to cut wood plank in half using hammer ?
Mesh Fusion will just solve one problem with all those fucking annoying cuts, that are really hard to model and/or to time consuming.
I was always fan of boolean modeling, as it is very easy, to make very complex shapes, just so far there wasn't good enough tool on the market. And pleas, don't tell me about zbrush. It's probably good. If I could get over GUI for this part ;p.
I will gladly try it. After they fix FBX ;p.
Zbrush completely changed the way characters are made. pixologic really shook up the pipeline. Realtime Boolean modeling is an idea that I believe will eventually redefine the hard surface pipeline completely.
It's exciting! Why hold on to the past methods if there's a more efficient way of doing this? If the tools evolve enough to the point where we don't ever have to touch the underlying topology of a polygon object then that sounds just fine to me!
On the other hand I'm a rationalist and I know it'll be awhile before that happens.
This is extremely interesting. Might not be much for people used to regular, detailed, greebly hard-surface, but coming from a car guy I'll say this is extremely impressive. The cut made into that bumper is just perfect, the edge control is spot-on. It would take me hours to achieve that quality, and it would be very hard to do adjustments afterwards, while he probably whipped this up pretty quickly.
Anyway, carry on if you think cars are stupid and easy and this does not excite you in the slightest
This is extremely interesting. Might not be much for people used to regular, detailed, greebly hard-surface, but coming from a car guy I'll say this is extremely impressive. The cut made into that bumper is just perfect, the edge control is spot-on. It would take me hours to achieve that quality, and it would be very hard to do adjustments afterwards, while he probably whipped this up pretty quickly.
Anyway, carry on if you think cars are stupid and easy and this does not excite you in the slightest
I've never modeled a car, but having taken a few industrial design classes at college for creative studies in Detroit... I know cars are extremely difficult in almost every respect! Just drawing cars is very difficult to not have it come out looking like a toy. Incredible attention is given to the most subtle of details. All this to say... I somewhat understand car people.
(Being no expert on the subject of modeling cars in 3d.) I was very impressed by the result. I'm glad a car enthusiast has given the stamp of approval too! I'm pretty excited to see where that thread goes in particular.
I'm a long-time Modo user (since 301), but I didn't upgrade to 701 and therefore, haven't jumped on the MeshFusion train. I think the tech is super-cool and would love to use it, but I probably won't and it has nothing to do with the technology (which I think is awesome).
My only real hesitation in cracking open the wallet at this point is that the past few jobs I have had, all the positions I have applied for and the job I currently have do not use Modo and have not been friendly to bringing in outside tools into the pipeline. This is a trend I have seen repeat itself consistently for the past two or three years. It's gotten to the point that I have kind of given up on using Modo for anything other than hobby work or personal projects. My bread and butter has to be in Maya...has to be. So...as cool as any non-Autodesk tool is, I wouldn't be able to use it where I work and therefore it is almost pointless for me to spend money on this. And I kind of hate that. I love learning new tools and enjoying the benefits of forward-thinking technology. And this is very forward-thinking tech.
Freelancers who get to call their own shots when it comes to pipelines probably don't have these concerns, but I've not been able to make freelancing viable.
I'm a long-time Modo user (since 301), but I didn't upgrade to 701 and therefore, haven't jumped on the MeshFusion train. I think the tech is super-cool and would love to use it, but I probably won't and it has nothing to do with the technology (which I think is awesome).
My only real hesitation in cracking open the wallet at this point is that the past few jobs I have had, all the positions I have applied for and the job I currently have do not use Modo and have not been friendly to bringing in outside tools into the pipeline. This is a trend I have seen repeat itself consistently for the past two or three years. It's gotten to the point that I have kind of given up on using Modo for anything other than hobby work or personal projects. My bread and butter has to be in Maya...has to be. So...as cool as any non-Autodesk tool is, I wouldn't be able to use it where I work and therefore it is almost pointless for me to spend money on this. And I kind of hate that. I love learning new tools and enjoying the benefits of forward-thinking technology. And this is very forward-thinking tech.
Freelancers who get to call their own shots when it comes to pipelines probably don't have these concerns, but I've not been able to make freelancing viable.
This is true, but I'm seeing more and more of the foundry eyeing that market share that autodesk has. They seem to be positioning themselves to take on autodesk. Mari seems to be used quite a bit in film and commericals/anything prerendered.
I'm honestly hoping to see some fierce competition between these two companies in the near future. I want to see big innovations and Autodesk has been too comfortable on top of it's throne lately. We need people to be early adopters of this tech so it can gain more traction in the industry.
If I already owned modo 701 I would probably have already bought mesh fusion. But right now it's a bit too much of an unknown to drop $1800 on (modo 701 license + mesh fusion plug in).
I'm very exited!
This plugin could do same thing to hard surface that zbrush has done to organic modeling.
Although I was hoping it would generate lowest level of SubD, not the collapsed dense mesh. Also I've heard that modo doesn't really have top notch viewport performance so i'm worried about speed with complex objects.
The problem right now is that MeshFusion meshes aren't entirely quads. There are triangles where the loops inserted at intersection points stitch up to the surrounding geometry. Getting back from there would be too much for most automated tools, I imagine...
Ran Across this discussion and thought I'd jump in. I've been using Mesh Fusion quite a bit so if you have any questions fire away. I also saw someone asking for a mesh so I posted one in OBJ format for anyone interested.
As I mentioned... ask any questions and I'll do my bets to answer. I absolutely love MF and think it's a major game changer for modeling. I'm modeling hardsurface work faster then I have in the past 2 decades.
This is a fact, but the time saved from using Mesh Fusion, instead of the standard modelling methods, more then makes up for it.
Definitely. Although after watching Ben Bolton's weapon creation video again it occurs that you could avoid this problem in some (most?) cases by starting with a detailed blockout. The blockout becomes both your high and low, so you wouldn't be at a disadvantage from using MF. Here's the vid in question. I think that workflow makes a lot of sense and could be very fast with MF.
This is extremely interesting. Might not be much for people used to regular, detailed, greebly hard-surface, but coming from a car guy I'll say this is extremely impressive. The cut made into that bumper is just perfect, the edge control is spot-on. It would take me hours to achieve that quality, and it would be very hard to do adjustments afterwards, while he probably whipped this up pretty quickly.
Anyway, carry on if you think cars are stupid and easy and this does not excite you in the slightest
I'm the guy behind that project and I'm as excited as you are. You are correct in that it was pretty quick to setup and I even had to change the shape of the bumper slightly after cutting the whole and it was a walk in the park. I think it might sometimes be hard to see if the shape is correct or not before adding the cuts so that is really another bonus.
I just want to wrap up my current project for a client so I can go back to that model.
A few new questions about mesh fusion... I just picked it up but haven't had the chance to really mess with it much.
1) how do the baked meshes look after applying something like catmul clark subdivision? Do they smooth well enough to then apply displacements or even send to zbrush for detailing?
2) why does the darker grid disappear when using the fusion model tab? As someone who is new to modo this is quite confusing as I lose all sense of the origin.
1- Loads up just fine in Zbrush for detailing... just be aware that the converted mesh will contain Triangles.
2- That is a display option that you can easily activate in the settings for that viewport. Click on the little gear icon in the top right corner and in the visibility tab activate show grid
Use that special link and if you decide to purchase MODO, they will add a discount for 25% off the MODO 701 Individual License price when you add both MODO and MeshFusion to your cart. Hurry as this offer won't last for long!
This is exactly the kind of video that I feel the community needs. There a lot of videos showing basic functionality of the plugin and how to set up stuff, but videos showing workflows with practical examples are really appreciated.
I tried to create complex panel lines-like bisectors but never really got the results I wanted. It seems like creating bisectors is a lot easier in MeshFusion 102, at least it seems so according to this video. Is that correct?
Is it possible to generate Meshfusion operands out of freehand spline sketches, drawn in screen space ? (while of course keeping the control points editable for later, and while allowing for free positioning of the shape created from the extrusion of the spline)
Is it possible to generate Meshfusion operands out of freehand spline sketches, drawn in screen space ? (while of course keeping the control points editable for later, and while allowing for free positioning of the shape created from the extrusion of the spline)
just wanted to mention that we continue refine MeshFusion. Changes that make it more viable for detailed hard surface models have been implemented in the last few months and more are just around the corner.
Below are a few WIP models I'm working on (and the WIP threads).
Replies
Mesh Fusion will just solve one problem with all those fucking annoying cuts, that are really hard to model and/or to time consuming.
I was always fan of boolean modeling, as it is very easy, to make very complex shapes, just so far there wasn't good enough tool on the market. And pleas, don't tell me about zbrush. It's probably good. If I could get over GUI for this part ;p.
I will gladly try it. After they fix FBX ;p.
Zbrush completely changed the way characters are made. pixologic really shook up the pipeline. Realtime Boolean modeling is an idea that I believe will eventually redefine the hard surface pipeline completely.
It's exciting! Why hold on to the past methods if there's a more efficient way of doing this? If the tools evolve enough to the point where we don't ever have to touch the underlying topology of a polygon object then that sounds just fine to me!
On the other hand I'm a rationalist and I know it'll be awhile before that happens.
This:
This is extremely interesting. Might not be much for people used to regular, detailed, greebly hard-surface, but coming from a car guy I'll say this is extremely impressive. The cut made into that bumper is just perfect, the edge control is spot-on. It would take me hours to achieve that quality, and it would be very hard to do adjustments afterwards, while he probably whipped this up pretty quickly.
Anyway, carry on if you think cars are stupid and easy and this does not excite you in the slightest
I've never modeled a car, but having taken a few industrial design classes at college for creative studies in Detroit... I know cars are extremely difficult in almost every respect! Just drawing cars is very difficult to not have it come out looking like a toy. Incredible attention is given to the most subtle of details. All this to say... I somewhat understand car people.
(Being no expert on the subject of modeling cars in 3d.) I was very impressed by the result. I'm glad a car enthusiast has given the stamp of approval too! I'm pretty excited to see where that thread goes in particular.
My only real hesitation in cracking open the wallet at this point is that the past few jobs I have had, all the positions I have applied for and the job I currently have do not use Modo and have not been friendly to bringing in outside tools into the pipeline. This is a trend I have seen repeat itself consistently for the past two or three years. It's gotten to the point that I have kind of given up on using Modo for anything other than hobby work or personal projects. My bread and butter has to be in Maya...has to be. So...as cool as any non-Autodesk tool is, I wouldn't be able to use it where I work and therefore it is almost pointless for me to spend money on this. And I kind of hate that. I love learning new tools and enjoying the benefits of forward-thinking technology. And this is very forward-thinking tech.
Freelancers who get to call their own shots when it comes to pipelines probably don't have these concerns, but I've not been able to make freelancing viable.
This is true, but I'm seeing more and more of the foundry eyeing that market share that autodesk has. They seem to be positioning themselves to take on autodesk. Mari seems to be used quite a bit in film and commericals/anything prerendered.
I'm honestly hoping to see some fierce competition between these two companies in the near future. I want to see big innovations and Autodesk has been too comfortable on top of it's throne lately. We need people to be early adopters of this tech so it can gain more traction in the industry.
If I already owned modo 701 I would probably have already bought mesh fusion. But right now it's a bit too much of an unknown to drop $1800 on (modo 701 license + mesh fusion plug in).
This plugin could do same thing to hard surface that zbrush has done to organic modeling.
Although I was hoping it would generate lowest level of SubD, not the collapsed dense mesh. Also I've heard that modo doesn't really have top notch viewport performance so i'm worried about speed with complex objects.
The problem right now is that MeshFusion meshes aren't entirely quads. There are triangles where the loops inserted at intersection points stitch up to the surrounding geometry. Getting back from there would be too much for most automated tools, I imagine...
you can get it here: http://community.thefoundry.co.uk/discussion/post.aspx?f=9&t=84109&p=759949
I have a few threads with example already mentioned but here are sum direct links:
Loads of examples and free source files: http://community.thefoundry.co.uk/discussion/topic.aspx?f=9&t=84109
Tachikoma create din one session with MF:
http://community.thefoundry.co.uk/discussion/topic.aspx?f=8&t=84108
MF Wrech with free source files:
http://community.thefoundry.co.uk/discussion/topic.aspx?f=8&t=84368
MF Mic based on Snowball mic:
http://community.thefoundry.co.uk/discussion/topic.aspx?f=9&t=84286
This area is easily missed but lots of great threads of people working with MF and loads of free source files:
http://community.thefoundry.co.uk/discussion/forum.aspx?f=149
As I mentioned... ask any questions and I'll do my bets to answer. I absolutely love MF and think it's a major game changer for modeling. I'm modeling hardsurface work faster then I have in the past 2 decades.
enjoy.
I'm the guy behind that project and I'm as excited as you are. You are correct in that it was pretty quick to setup and I even had to change the shape of the bumper slightly after cutting the whole and it was a walk in the park. I think it might sometimes be hard to see if the shape is correct or not before adding the cuts so that is really another bonus.
I just want to wrap up my current project for a client so I can go back to that model.
https://vimeo.com/87854599
Mesh Fusion has cause me to start saving up for Modo. I have meant to make the plunge a while ago, but this was the push I need.
1) how do the baked meshes look after applying something like catmul clark subdivision? Do they smooth well enough to then apply displacements or even send to zbrush for detailing?
2) why does the darker grid disappear when using the fusion model tab? As someone who is new to modo this is quite confusing as I lose all sense of the origin.
2- That is a display option that you can easily activate in the settings for that viewport. Click on the little gear icon in the top right corner and in the visibility tab activate show grid
DEMOS
Use that special link and if you decide to purchase MODO, they will add a discount for 25% off the MODO 701 Individual License price when you add both MODO and MeshFusion to your cart. Hurry as this offer won't last for long!
This is exactly the kind of video that I feel the community needs. There a lot of videos showing basic functionality of the plugin and how to set up stuff, but videos showing workflows with practical examples are really appreciated.
I tried to create complex panel lines-like bisectors but never really got the results I wanted. It seems like creating bisectors is a lot easier in MeshFusion 102, at least it seems so according to this video. Is that correct?
https://www.youtube.com/watch?v=S44rYWyLn6M
Something like this :
https://vimeo.com/24817333
(sorry for the hesitant offscreen manipulations - I didn't had the technique streamlined by then !)
That sorta looks like modo's workplane feature
https://www.youtube.com/watch?feature=player_detailpage&v=MeiNQ-RoIJ0#t=219
I imagine if you use the freehand spline sketch tool to create a polygon object in modo, mesh fusion wouldn't have any trouble with it at.
just wanted to mention that we continue refine MeshFusion. Changes that make it more viable for detailed hard surface models have been implemented in the last few months and more are just around the corner.
Below are a few WIP models I'm working on (and the WIP threads).
Best Wishes,
Darrel
http://community.thefoundry.co.uk/discussion/topic.aspx?f=9&t=86544
http://community.thefoundry.co.uk/discussion/topic.aspx?f=9&t=87735
I think a large question on everyone's mind is whether this tech will ever be seen in other 3D software Suites.
Great work so far!