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Full Version: can moi do this easy

From: zymon (FRODO)
4 Dec 2017   [#1]
I am looking at making lofted shapes like corinices and moldings but adding deformations and textures or flowers etc onto them. Can MOI do this or is it very difficult - see images.





Image Attachments:
a031722a-eec8-446c-867e-738438d4c80f.jpg  Scripting Cultures 03.jpg 


From: Michael Gibson
4 Dec 2017   [#2] In reply to [#1]
Hi zymon, that's a very complex organic object that is not easy to define in some concise way like by a few 2D profile curves. So it's likely to be a pretty advanced and difficult model to build in any program. It's a bit hard to say what would be the best program to use for it, but maybe ZBrush or 3D Coat would be the most suitable.

It could be possible to do it in MoI probably by placing many cross sections and using Construct > Loft. But you'll be placing an awful lot of cross sections and needing to manipulate them in 3D space so it's going to be quite difficult.

- Michael
From: Frenchy Pilou (PILOU)
4 Dec 2017   [#3]
When you have your gemetric circonvolution curves maybe this can help you to have easily some distortions! ;)

(Maybe also some Flow function can make some miracle! ;)

DistortCurve by Max Smirnov







From: pixelhouse
4 Dec 2017   [#4]
I agree to Michael, ZBrush is the best choice.
Build up a simple polygonal helix in an polygon moddeling tool like Cinema oder Blender. Export it as an .obj an import to ZBrush.
Divide the geometry (or first deform the bigger areas and then spend more time for the details) more times and use brushes linke move, elastic move, magnify and try the other brushes.
I'ts a lot of work and i'ts easyer to do this with an graphic tablett.

Best regards
Jörg

Another attempt would be a cloth-simulation, but it's difficuld to control the simulation
From: zymon (FRODO)
5 Dec 2017   [#5] In reply to [#3]
Thanks for this demo.

I was struggling in Fusion 360 to find the correct tool..... Im wanting to take architectural details and distort them somewhat, add patterns or textures to them. Break up some traditional ornamentations like cornices etc and change them somehow. Not sure how yet but was hoping to play with software that is good with this sort of thing to create something cool.

Is Distort curve a free Plugin for MOI?

I will download the trail version and hope I can get the types of deformed free form models I need for my project.

Regards,
From: Frenchy Pilou (PILOU)
5 Dec 2017   [#6] In reply to [#5]
Yes the plugin distort curve is a free Plugin by Max Smirnov!
http://moi3d.com/forum/index.php?webtag=MOI&msg=6659.13


The Flow Function is a native function of Moi3D! ;)
http://moiscript.weebly.com/enrobage-dobjet-v3.html video in French :)
http://moiscript.weebly.com/enrobage-dun-tore-v3.html a another one! ;) Minute 5 : 20
From: pixelhouse
5 Dec 2017   [#7] In reply to [#6]
Here is an example I'm trying in Cinema 4D an ZBrush.
Isn't perfect, but shows the possibilities.


Image Attachments:
BPR_Render_C.jpg 


From: zymon (FRODO)
5 Dec 2017   [#8] In reply to [#7]
Looks great!

Its a shame that so many different softwares are needed to do these things.

Means more software to learn and more expense.

What does the 4D Cinema and Zbrush contribute to the final model.

Regards,

Simon
From: pixelhouse
5 Dec 2017   [#9] In reply to [#8]
Hi simon,

more expense, but more experience too.
1. I will try to explain my workflow: 1st. I'm moddeling an helix with an low polycount.



2. In the second step I add an "Cloth"-Tag to the model an set the properties for the simulation (forces for: gravity, wind xyz, turbulence and so on)
I play the animation forward and stop it when the cloth have nice wrinkles surface.

3. Convert the model to an polygon object and export it as an obj.
4. Import to ZBrush: Import and deform the low mesh with the move brushes (an alpha for more folds)
5. Subdevide the model and paint more details

thats it :)

Regards,
Jörg

Image Attachments:
screen01.jpg  screen02.jpg 


From: Frenchy Pilou (PILOU)
5 Dec 2017   [#10]
<< Its a shame that so many different softwares are needed to do these things.

Even you want stay inside Moi : today you will not have "material" and / or "Texture" (bump etc) for realistic photo rendering! ;)

a cool free one (maxi 1920 * 1080) can be Simlab Composer Lite! ;) http://www.simlab-soft.com/3d-products/simlab-composer-lite.aspx

This is a simple surface 3D inside Moi exported to SimLab in OBJ format! ;)
10 seconds for make the form (thx distort curves) : 1 second for export : 3 seconds for render (depending of what material, texture, bump etc...you choose :)

From: Frenchy Pilou (PILOU)
5 Dec 2017   [#11]
About the Flow Function ;)

Deform manually a sphere (10 seconds)


Flow Function (10 seconds)


Export (1 seconds)+ Render (3 seconds) (magic textures who gives holes! )
In fact the more time losted is to choose a texture / Material! :)

From: Metin Seven (METINSEVEN)
6 Dec 2017   [#12]
As the shapes resemble cloth, you might also consider trying Marvelous Designer for this.
From: amur (STEFAN)
6 Dec 2017   [#13]
Hi,

> Its a shame that so many different softwares are needed to do these things.

Well it depends on which toolsets one uses.

I'm pretty sure you can do this too, with the free Blender software, once you have learned it.

In Blender you can model a helix too, apply a cloth sym and then use it's sculpting tools to
add wrinkles.

Regards
Stefan
From: Michael Gibson
6 Dec 2017   [#14] In reply to [#8]
Hi Simon,

re:
> Its a shame that so many different softwares are needed to do these things.

The tricky part about that is the more things you make any one software package do tends to increase its complexity and learning curve quite a lot.

- Michael
From: pixelhouse
6 Dec 2017   [#15] In reply to [#12]
There are many opportunities to get this results in different software packages.
Another solution can be: Particles with a mesher or splines on a cloner in helix order (you can deform any spline to get an absolut controllable result)
I do not know the Marvelous Designer.

Another way in Moi can be: create an helix as path curve, and a curve to define the shape.
Under transform use Array --> Curve. The result is an extrudet curve to the helix. Now you can deform the points of any curve to get the right shape.

Regards,
Jörg

Attachments:
Helix.3dm


From: zymon (FRODO)
10 Dec 2017   [#16]
Well thanks for all these comments.

I will trail a few of the softwares and see how I go......

Everything seems to have got more complicated. My original plan was to learn Rhino over xmas.......

Regards,