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Full Version: Rocket 3F polygon modeling with bridge to MoI and 3D Coat

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From: amur (STEFAN)
4 Jan 2017   [#46]
Funny that you promote so much Rocket3D here on the MoI forum.

I remember when you posted almost every day on the Silo Forum about MoI.

Maybe you should start also on the Rocket3F Forum a MoI thread, so that Andrej can appreciated it... :-)

Regards
Stefan
From: Frenchy Pilou (PILOU)
4 Jan 2017   [#47] In reply to [#46]
I promote generally only that it's free and complementary! :)
From: Mauro (M-DYNAMICS)
4 Jan 2017   [#48] In reply to [#47]
Thank you Pilou:happy new year :)
From: Frenchy Pilou (PILOU)
4 Jan 2017   [#49] In reply to [#48]
@Mauro
Thanks and happy new year for you too! :)

From: mkdm
8 Jan 2017   [#50]
Hi everyone !

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.

https://rocket3f.com/forum/showcase/115-experiments-and-epic-fails?start=135#2239










Have a nice day.

- Marco (mkdm)
From: PaQ
8 Jan 2017   [#51] In reply to [#50]
Using Max Smirnov's DistortCurves you can have this "organic" shape in few click in MoI.

Image Attachments:
PQ.jpg 


From: mkdm
8 Jan 2017   [#52] In reply to [#51]
Hi PaQ!

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.

But anyway thanks a lot for your reply :)

See you.
From: Oliver (FRITZ57)
9 Jan 2017   [#53] In reply to [#52]
Marco, thanks, I second that, perhaps we can get the best of both worlds,
MoI for hardedge and Rocket3F for organic shapes.
From: PaQ
9 Jan 2017   [#54] In reply to [#53]
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.

https://www.youtube.com/watch?v=Gf1lNAGEalQ
From: BurrMan
10 Jan 2017   [#55] In reply to [#54]
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!


From: mkdm
10 Jan 2017   [#56]
Hi PaQ and BurrMan and good morning.

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.

See you,

- Marco (mkdm)
From: Frenchy Pilou (PILOU)
11 Jan 2017   [#57]
New version 1.2 ! ;)




From: Frenchy Pilou (PILOU)
12 Jan 2017   [#58]
New version 1.2.3
Ultra power of the "Pattern Selection" :)




From: Frenchy Pilou (PILOU)
24 Jan 2017   [#59]
V 1.2.7


From: Frenchy Pilou (PILOU)
28 Jan 2017   [#60]
V 1.3
https://rocket3f.com/forum/updates/287-version-1-3#2570

Installer simplified!
From: Frenchy Pilou (PILOU)
14 Feb 2017   [#61]
This can interest you!

<< Hay guys, from now you can get Individual, 1.X license for free!

To get it you have to do one of these things:

Send us your portfolio and if we will like it, we will give you Rocket for free!

OR...

Make posts about Rocket 3F on 7 different forums about CG.

Just tell people why you like Rocket and send us links.

OR...

Create 5 tutorials and upload them on youtube, then send us links. It must be good videos!


Send your stuff here: samardac@gmail.com

We will back with reply in 1 or 2 days!
From: keith1961
15 Feb 2017   [#62]
Hi
I just discovered how to get from a low poly object from Moi to a highpoly surface in 3d Coat ready to retopo. I made a video. Hope it helps someone:) https://youtu.be/dJn0ROIzMhM
Regards
Keith
From: mkdm
15 Feb 2017   [#63] In reply to [#62]
Hi keith1961!

Well done!

Moi->3DCoat and NVIL/Rocket3F->3DCoat are the two main workflows I'm experiencing lately.

And for a final touch I use TheaRender and the brand new InstantLight realtime renderer.

Very funny 3d pipeline :)

Ciao!
From: Frenchy Pilou (PILOU)
18 Feb 2017   [#64]
Somes tricks :)



From: Frenchy Pilou (PILOU)
17 Mar 2017   [#65]
Version 1.3.2
Dark UI
Auto-Weld Polygons
Explorer window


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