Also if your previous experience is mostly around poly modeling, the NURBS modeling approach that MoI uses is quite different than that, so that can take some ramp up time to get used to as well.
Check out here for some links to discussions and general tips for people who are coming from a sub-d / poly modeling background:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4865.2
One big difference is that booleans and cutting operations are a primary way of doing things with NURBS modeling, and you want to work more with 2D curves to generate a lot of things rather than squishing things around with 3D point cages like you would with poly modeling.
NURBS modeling tends to be really good at doing blocky mechanical shapes very quickly. Poly modeling is good for characters and faces and organic shapes like that, which respond well to a sculpting and 3D cage type workflow.
Often times vehicles are in a kind of gray zone not really all the way on one side or the other of those categories though.
- Michael
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