Make It With MoI

 From:  Michael Gibson
4388.2 In reply to 4388.1 
Thanks Mike, I'm glad that you're continuing to have fun using MoI!

For things that look all very melty and blobby there is a completely different kind of modeling technology called subdivision surfaces which can be a good fit for very organic shapes that are not driven so much by distinct profile curves.

If that's the kind of shape that you're going to be often focused on building, then using a modeler that is based off of that sub-d modeling technology can work better for those particular kinds of models.

You might want to check out T-splines (http://www.tsplines.com/) or Modo (http://www.luxology.com/) for a couple of examples on some modeling system that are more specifically focused on that style of modeling.

Also check out here for an overview video of that style of modeling:
http://www.youtube.com/user/GuerrillaCG#p/a/u/2/ckOTl2GcS-E

There can be a pretty high learning curve with sub-d modeling though, because it's basically focused on managing a whole lot of vertex placement in 3D space, so you have to learn techniques for how to manage a bunch of vertices well, like the best ways to arrange topology and stuff like that.


But there are actually quite a variety of different kinds of modeling technology, and some particular kinds of technologies tend to be well suited for some particular styles of models.

MoI is basically more optimized for the kind of model that is more structurally defined by some profile curves - things that are blobby and melty are not really much like that though.

- Michael