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Add moar geo. But seriously, that's like asking "so what happens when you task someone who sculpts their characters to do the same thing but with SDS modelling?".
I WILL say that if you try to use a mesh piece that is dense - like, thousands of polygons, the plugin bogs down to a standstill. Which I understand. So the trick to performance is lightweight cutter meshes using basic sub-d edge loops. Minimal geo on the front end for a dense-ish mesh on the back end. P.S. I didn't…
Wow... the future is here! I'm thinking Mesh fusion > Z-Remesher > Substance Painter. Oh the possibilities. Looks like you will be in complete control of the mesh both before and after mesh fusion. Once you convert it to a regular polygon object you can use anything you like to edit it (like ffds). But from the looks of…
I played around with it a bit tonight, and it's really cool. There were some limitations I ran into that I would need some more time to figure out what was going on. You can see there are some minor holes in my meshes where I let the strips from different cutter/union meshes get too close. I tried to add another torus to…
Thats my concern as well, can we add a lot of operands without bogging it down or causing smoothing/shading artifacts? I am not very familiar with packages like Solidworks, but I have some experience working with nurbs in 3ds max and M.O.I. . Most apps don't have real time, movable and modifiable previews of the boolean…
No, I think we are all cautiously optimistic. I personally don't expect anything better than the GroBoto style "SeamNet meshes." I hope its better, though SeamNet meahes are already pretty good.. . In any case, it's still a step up from previous non-realtime boolean systems and if if all else fails, modo has great retopo…
No, I agree with you, Warren. All of it is interesting. Moving around big sub-d operands with sparse edge loops allowing you to explore the overall forms and shapes non-destructively with a high level of control is the obvious use. I think everyones can see the awesome potential in that; modo is essentially teasing the…
I understand the point of TeeJay, and i'm agree with him. In the past years i have seen people that actually can't be called "3d modellers", because they don't know the basics, nor anything. They are just good at sculpting a shitty base mesh (and in most cases, from other people), nothing more. You ask them to build a…