If you're doing mechanical parts, have you looked at MOI3D?
MOI is fantastic for mechanical shapes.  It's basically an artist-friendly
CAD-like modeler.  The current beta even supports Windows 8 Pro's touch
gestures.

I use it with 3DC and it works really well.  MOI can export OBJs and does a
very good job.  The issue is, it doesn't create anything that can be
subdivided using Catmull-Clark.  So the solution is to export a high-poly
object and then re-topologize it in 3DC.

If you don't need to have your object as a Sub-D, you can just export from
MOI directly to Softimage.

The problem with 3DC for mechanical stuff is - it's really not accurate at
all.  You can use it for "kit bashing", but if you need to represent an
object with any amount of accuracy, it can get frustrating.

-Paul



On Fri, Jul 12, 2013 at 3:22 AM, Tim Leydecker <[email protected]> wrote:

> Thanks for the insights, folks.
>
> Personally, I´m terribly bored of the caveats of polygon modeling workflows
> in the creation of reasonably accurate surfaces that are supposed to both
> subdivide correctly and still be clean enough all-quads in their basemesh.
>
> It takes forever to create holes, bevels or intricate intersections and
> corners.
>
> Resorting to a Voxel based approach for the creation of complex
> intersecting shapes
> using "tooling-objects" or even "auto-watertightened" partial scans stuck
> into each other
> sounds like a holy grail.
>
> Of course, you end up having to represent those voxels as polygons again
> and if
> subdivideable basemeshes are desired, end up with the same holes you need
> to retopo
> but at least there is already a shape to try to match...
>
> I´m currently creating mechanical parts that only need to meet accuracies
> of 0,25-2,5 Millimeters
> and it still takes roughly 90% of my time to make them work when using
> catmull-clark subdivision
> on the basemesh. Every intersection is a pain. Every corner needs careful
> support. That can´t be right.
>
> It would at least be motivating to see the ideal (voxel) shape earlier,
> then try to capture
> that shape with a subdivideable polygon cage instead of trying to both
> create the shape and
> adhere to the needs of representing a surface using subdivideable polygon
> modeling.
>
> I´m really looking forward to getting to use 3Dcoat and see what those
> voxels can do.
>
> Even if only to clean up the 3d scan data of my girlfriend at first, she
> already
> has very specific shape requests... (in the 0,01-0,1 Millimeter range, I
> dare guess :)
>
> Cheers,
>
> tim
>
>
>
>
>
> On 11.07.2013 14:09, Paul Griswold wrote:
>
>> I've been using it since it was 3D-Brush & it's always been great with
>> Soft.  There is an addon that'll let you send objects directly from
>> Softimage to 3DC and back.
>>
>> The only negatives I can think of are - 3D Coat creates clusters for your
>> surfaces, even if there's only 1 surface for the whole object.  So the
>> object's surface is Scene Material
>> & then there's a poly cluster with the actual surface applied to it.  3DC
>> doesn't handle objects using 3rd party materials like Arnold's Standard
>> Shader.  So if you send an object
>> from Soft to 3DC that has a Standard material & then bring it back,
>> you'll get back an object that just has a Phong attached with the textures
>> wired in.  An important thing to note
>> there is - it keeps the material name unless you rename it in 3DC, so it
>> will replace your original material.
>>
>> 3DCs interface & workflow are a bit clunky IMHO.  It doesn't work very
>> well on dual monitors either.  None of the windows can be dragged outside
>> of the main 3DC window.  The only
>> solution would be to build something similar to Softimage's dual monitor
>> layout, where you've just stretched the window across 2 monitors.
>>  Unfortunately the last time I tried that
>> it screwed up the camera in 3DC because the camera was set up to always
>> be centered in your window - stretching it across 2 monitors and placing
>> the viewport on 1 monitor made 3DC
>> think you were pointing your camera to the right (or left).  I wish
>> Andrew would hire a really good UI designer to build an entirely new
>> front-end for 3DC, but I'm sure the
>> die-hards would have a fit if that ever happened.
>>
>> 3DC has a great Photoshop connection (CTRL-P) that sends all your layers
>> over to Photoshop & lets you use all it's tools for texture editing.
>>
>> Voxels and retopology are stunningly good & easy to use.
>>
>> Andrew is really responsive to bug reports & feature requests and he's
>> always given me the impression he's there to serve his customers & make
>> them happy.
>>
>> -Paul
>>
>>
>> On Wed, Jul 10, 2013 at 11:51 PM, Raffaele Fragapane <
>> [email protected] 
>> <mailto:raffsxsilist@**googlemail.com<[email protected]>>>
>> wrote:
>>
>>     I can't speak for the interaction with Soft, but for retopo
>> everywhere I look 3DC is getting hailed as really damn good.
>>     We used it on a project here to clean some of the biggest, most
>> irregularly sampled, largest surface ever LIDARs.
>>
>>     Talking LIDARs big enough that they would take minutes of surveying
>> driving through natural reserves on a Jeep, with enough detail be able to
>> tell what jacket the people who
>>     got picked up in it were wearing. The laser shadowing holes, since
>> you can't exactly drive into protected areas, were frequent and big.
>>
>>     If it can deal with that, it can deal with pretty much anything.
>>
>>
>>     On Fri, Jun 28, 2013 at 6:26 PM, Tim Leydecker <[email protected]<mailto:
>> [email protected]>> wrote:
>>
>>         Hi guys,
>>
>>
>>         anyone using 3dcoat with softimage here?
>>
>>         How well do the voxel modeling tools work, would you
>>         consider it comfortable to use 3dcoat to clean up raw
>>         scan data (with holes) into solid volumes?
>>
>>         Does 3dcoat play nicely with softimage in general?
>>
>>         Anything you´d find important to point out?
>>
>>
>>         Cheers,
>>
>>
>>         tim
>>
>>
>>
>>
>>     --
>>     Our users will know fear and cower before our software! Ship it! Ship
>> it and let them flee like the dogs they are!
>>
>>
>>

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