Hi Scooter, the primary job of the sub-d importer is to enable a hybrid workflow where you can incorporate some sub-d elements as parts of a semi-organic model.
Say for example you want to do a space helmet and you want to start with a smooth base head shape that you'll then boolean some details onto. The head shape can be easier to do as a sub-d surface, and with the new importer you are able to use a sub-d modeling program to make the head surface and then import it into MoI and continue to build more elements off of it.
So basically it allows for using a combination of both sub-d and NURBS modeling techniques in a single project.
> Just what should I expect as the result of the import?
You should see a NURBS object in MoI that looks the same as the sub-d limit surface in your sub-d modeling program. But it does not currently support edge weights.
> Is it just a background mesh to build off of?
You mean like a template guide that you're going to throw away? That's not really the main idea, it's more about using the sub-d surfaces directly as part of your model.
- Michael
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