I intentionally deleted my previous post about Rocket3F because I'm not in the habit of place publicity of any software into forum of other software,
and I want to avoid any misunderstandings about that because I'm not linked in any way with its developers.
But I write these lines only for one reason : Because I love every new software that like Moi is capable to break the barriers,
and i think that this newcomer into 3D modeler market can be a valid companion also for Moi's users
Well...with that said....
Finally the all brand new Poly/SDS modeler Rocket3F is on the market and the purchase should be activated soon.
It comes from Istonia, the creator of NVIL, and from Andrei Samardac for the streamlined workflow.
I'm both an NVIL licensed user and a beta tester of R3F for a long time, and I must admit that it has won all my doubts about it.
It's ONLY a pure Poly/SDS modeler, that occupies a very small niche, nothing more, but what it does it does very well,
and it's especially focused on two things :
1) IMHO it has the best and fast workflow on the market (I have tried tons of Poly/SDS modeler right now from free to very expensive (in demo)) All the tools are designed for fast conceptual modelling
2) It has some absolutely unique features for Subivision Surface Modelling! Look at this Youtube tutorials for its excellent Crease features : https://youtu.be/YhP784XnD-M
And it also have a very good built-in Bridge to :
- Moi : From <-> To. Look at this my very simple example : http://take.ms/iXgiO
For subdivision in Moi it leverages on the superb Max Smirnov SubD script.
- 3D-Coat : From <-> To
- KeyShot : Never tested because I haven't KeyShot
I think that now Moi has a valid counterpart about the best workflow :
Moi for Nurbs and R3F for Poly/SDS conceptual modelling.
Here's my latest test involving both Moi and Rocket3F in order to gain skill in modelling some mathematical
and mechanical objects that I'm going to modify in R3F to obtain more organic models.
Oh yes....I already knew DistortCurves and things like that, and how to do almost all these kind of stuff using a Nurbs environment,
but now I want to dig more in depth Poly/SDS modelling, because it can offer a greater degree of freedom in some situations,
especially for organic modelling.
I'm learning how to use both worlds in an effective way.
Best of the 2 worlds is cool, but it's even better when both approach co-exist in the same application.
T-Splines, and Cyborg3D for instance have some very nice functions that mix curves, nurbs surfaces, and subdivision surfaces.
Caging NURBS is a great way to go for those that like to push and pull.
It gives you the ability to "monitor" what doesn't really JIVE with a NURBS surface and what's working.
So you can finish all the bending and twisting while NURBS, then go out to poly and not bring it back!
Oh yes....T-SPlines is a great thing and, although Fusion 360 has a downgraded version of it, it's very useful and powerful when properly used.
And yes, I already knew and in my recent past I've used and experimented a lot with Cage/CageEdit in Rhino V5/V6 WIP.
Also these tool are very powerful in some situations.
But, for what I want to experiment and create in this period, I think that the agility and and easy of use and the speed of working
directly with mesh's vertices/edges/polygons can give me a very good and fast way to create good organic modelling with SDS,
because, when properly used, this technique can offer a degree of freedom that actually can't be reached by T-Splines or other pseudo-Nurbs
technology.
Nowadays, for what I know and I have read, Poly/SDS is still the best and fast and easy way to freely model organic things.
Many engineers and software houses have invented their own technology to make possible the "marriage" between Nurbs and true organic modelling,
for example SolidThinking Evolve and many others (T-SPlines, Clayoo) but for what I have read in many technical articles written by many experts,
all these technology for the moment, are incomplete or too heavy, and still the "plain and dirt" Poly/SDS approach is still the best.
But anyway all these stuff are very interesting things.