Hi Tony ! 
 
<< I usually had 3 or 4 instances of MoI running at a time with various view settings depending on the complexity of the part I was modeling>> 
 
Hey, but that's my workflow :) 
 
Really nice entry, I really hope you'll lit this scene anytime soon ! 
I really enjoy using MoI for this project too, I will never get the time to experiment every surfaces shapes like I did if I had to do it with poly's. 
That having said, now that the model is finished and exported, I'm starting to see a quite huge bottleneck in my workflow, called uv's. 
 
With traditionnal (well it's traditionnal for me) subd's process, you always get a light version of you're modeling, and everything is smoothed at the 
rendertime. So even with complex object, I never build more that 100.000 or 200.000 poly's (mostly quad) for my cage object, and it's quite easy to unwarp everything 
with some good uv's tools (I mostly use UV-Layout). 
 
But with models coming from MoI, I put so much detail in that I finish with huge mesh (> 2.000.000 tris), an even in ngone, unwarping this kind of models is  
a big pain.  
 
I have no idea how resolve this, so I'm really curious to ear how you manage this in modo for example, as you produce some heavy mesh too. 
 |