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> But I've been told for accuracy to use a NURBS modeling app. Apparently NURBS
> models work best with 3D printers, lathes, etc.
That seems like an oversimplification to me.
It really depends on the specifics of what you're going to be doing with the models.
If your model is a car body with no exact circular holes in it, there isn't really any accuracy issue in play there.
If your model is a mechanical part that needs to match up with other separate parts, then accuracy is a big concern.
It's also possible to use a hybrid approach - use poly modeling with sub-d smoothing for smooth organic shaped areas, then convert sub-d to NURBS using MoI's converter and then apply booleans or trimming in NURBS. This is getting to be a more common approach because it's easier to get smooth-all-over organic shapes in sub-d but easier to make precise things like exact circular holes in NURBS. So the hybrid approach kind of leverages the strongest areas of each system.
re:
> I love MOI3D. just annoyed at how difficult it is to align blueprints/reference images and
> the lack of car modeling tutorials. Sorry, but I really see no good excuse for either.
The "excuse" is that both car modeling itself and producing tutorials are both difficult and time consuming areas of work.
I am NOT anti-MOI3D. I think it is an awesome 3D app. And a bargain at it's price. To get the functionality of MOI3D in Blender would cost close to MOI3D's upgrade price at BlenderMarket for addons like BoxCutter, HardOps, Machine Tools, Fluent, etc.
Plasticity is a relatively new player on the market, yet it seems to get more attention from the 3D community (especially Blender users).
I've considered purchasing Plasticity (it's price is great) but I truly dislike it's UI. MOI is much more user friendly. But again it SEEMS like it is more favored by the car crowd.
In one day of playing with MOI, I was able to build models. It took me over a year (on and off) to get comfortable with Blender since it's new UI in 2.8 or 2.9.
Hexagon3D was a bit of a struggle, but a lot easier then Blender.
Silo was more straight forward as my first 3D experience was with Wings3D which has a very easy to use UI and second only to MOI for ease of use.
I have no intent on abandoning MOI3D. I think it has unlimited capabilities which also includes car modeling.
Just confused by it's like of attention from the 3D community and what appears to be a lack of sharing by it's users (I do not mean users on this forum) unlike other apps.
I mean no disrespect, I am only voicing the heart felt opinion of a 70 year old man who has had close to 25 years as a 3D hobbyist ( Wings3d, Hexagon, Silo, Blender, 3D Coat, Curvy3d, e-onsoftware's Vue, DAZ Studio, UV Mapper Classic).
You have forgotten the regretted Amapi who was the first to mix SUbDivided Polys and Nurbs in a version who is never released! ;)
Only some happy few have it!
I am familiar with Russian 600v car models in Sketchup. I've downloaded a few he has uploaded to Sketchup's 3D Warehouse. He is awesome. But uses a lot of plugins in Sketchup. And the cost of Sketchup Pro is too pricey for me.
I do have an user account on Vizcom where I have uploaded a sketch or photo of mine as well as a 3D model I blocked out in Blender and refined in 3D Coat.
I have taken a few of these Vizcom renders into Photoshop and Rebelle to give them a paintery look. But I was never truly satisfied with the results.
I am not a big fan of these AI apps like Vizcom, Stable Diffusion or Midjourney.
My SuperCoupe - influenced by traditional style American hot rods of the 1950s and 1960s as well as a Salt Flat racer. I modelled this in Silo3D & Hexagon3D, textured in 3D Coat.
And painted over using ArtRage. I did this a few years ago.
My desire is to be able to create models like this in MOI3D with the intent to 3D print them and then detail them using parts from 1/24 / 1/25 scale car model kits (made by AMT, Revell, Monogram, MPC, JoHan, etc).
Supped up Ford Flathead V8 to be used to power an American hot rod. Modeled in Hexagon. I did not use any blueprints or reference image. I used a 1/8 diecast model I own of a stock flat head then added the super charger and tri-carbs which I modeled from reference images.
I hope this gives you an indication of what I am trying to accomplish in MOI3D. I think the engine, chassis/frame, suspension parts, etc would be easy. It is the body that has me stymied.
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> I hope this gives you an indication of what I am trying to accomplish in MOI3D. I think
> the engine, chassis/frame, suspension parts, etc would be easy. It is the body that
> has me stymied.
Yes, car bodies are difficult shapes to model.
They tend to be a more organic type of form and need a fairly different strategy than mechanical parts. It's a type of modeling that has a much steeper learning curve to it.
It seems like you need a pretty high level of guidance which is just not currently available for MoI, like step-by-step tutorials with voice.
Probably your best bet for success would be to create the body in one of your poly modeling programs and bring it in to MoI with the sub-d converter and then do other parts with MoI.
The images I've uploaded where ALL modeled by ME, including the flathead V8 engine.
ALL were created from scratch. NO kit bashing.
ALL were modeled in polygonal apps Hexagon 3D and Silo by ME.
I realize how hard cars are to model as I've fought and won that learning curve.
Here is a futuristic hot rod I modeled from scratch. Again no kit bashing.
And later textured and rendered in e-onsoftware's Vue Creator.
I simply believe cars can be modeled in MOI3D. To suggest I purchase Rhino or Solidworks is SILLY. To suggest I continue to use a polygonal app is SILLY. When I have given reason why I want to use MOI3D for accuracy to scale (1/24 or 1/25) for 3D printing.
Hi Ken, so I guess the part I don't understand is that you were previously saying you are not able to model cars in Moi because you could not find adequate tutorials to help you learn how to do it.
Did I misunderstand that part?
That's not something that is easy for me to remedy, making tutorials that go over everything for advanced modeling in heavy detail and with voice are very difficult and time consuming to produce.
What I'm trying to tell you is pretty straightforward - you have said you need detailed tutorials, MoI does not have those tutorials and so MoI does not meet your requirements.
If you're already proficient in doing the car bodies in Hexagon and Silo then it would seem to make sense to continue to do so and bring them into MoI using the sub-d conversion.
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> When I have given reason why I want to use MOI3D for accuracy to scale (1/24 or 1/25) for 3D printing.
I think you've been given some bad or oversimplified advice on this point.
If your car body doesn't have any stuff like exact circular holes cut in it then what type of accuracy problems are you trying to solve?
You have to convert it to polygons at the end to send to the 3D printer anyway.
If you have organic swoopy surfaces as NURBS with no circles, lines, and arcs anywhere in the shape why do you consider that to be more accurate?
The "better accuracy" of NURBS modeling is generally for stuff like you have precise spheres, cylinders, circular holes and things like that in mechanical parts which are not present in organic shapes (like car bodies).