Hi Tom, pure quad meshes are a pretty different thing, which MoI does not do right now. 
Pure quad output would definitely be useful for doing sub-d type edits on a generated mesh, but it would also give a lot denser mesh with a more complex wireframe.
 
For example here:
  
Trying to do a pure quad mesh would mean creating a whole bunch of little quads on that top planar face instead of having just one n-gon there.
 
I would like to work on pure quad generation in the future but it is a much different problem.
 
MoI's current output is friendly for direct polygon editing, but not really for sub-d smoothing type operations.
 
> Although nurbs-modelling seems so easy, it is a bit difficult to get into 
> a different thought-frame when you only have worked with poly - 
> modellers before. 
 
Yup, it is a very different approach.
 
I've definitely heard from many people who get a bit confused in MoI because they expect it to behave similar to a polygon modeler.
 
But the differences in behavior are also kind of why it is useful as an additional tool - if it worked exactly the same as a poly modeler then you would just use your poly modeler to do the same stuff.
 
> If you dont mind I will post it when finished in Cinema so I may be 
> able to catch up some constructive tips how to handle it in MoI ;-)
 
Certainly!
 
     - Michael  
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