I remember very well your amazing tutorial about sub-d and car modelling in Moi!!
Amazing tutorial!
Personally if I have to go with subd-d, altough Moi+Max's SubDiv is a GREAT tool, I prefer to jump into a classic Poly/SDS modeler and do all the stuff there.
A true sub-d modeler can offer a greater flexibility and many more tools for that kind of operation.
Anyway your tutorial was a mind-blowing piece of "art"!
Thanks Marco. Yes - Max's SubD tool is great, but as you say, not a substitute for a dedicated program (nor intended to be I'm sure).
What I like about it is that it's simple, and you stay within MoI. The biggest issue is the lack of ability to specify edges that you want to preserve sharpness. I think if more work was done in this area it would be extremely useful. There are situations where one needs an organic shape and the script is very easy to use.
And thanks again Marco for introducing me to Affinity Photo and Affinity Designer. Inexpensive, very easy to use programs that allowed me to simplify my workflow. I no longer use Photoshop and Adobe Illustrator in my business.
@You : "...And thanks again Marco for introducing me to Affinity Photo and Affinity Designer. Inexpensive, very easy to use programs that allowed me to simplify my workflow. I no longer use Photoshop and Adobe Illustrator in my business..."
You're welcome!
With Affinity Designer and Moi I'm experiencing very very powerful 2D workflows!!
At Affinity team, seems that times is ripe for new powerful functions in new releases. Maybe this summer.
I'm talking about some kind of deforming tools for curves and other advanced vector tools.
In this way Affinity Designer will become an even better companion for Moi.
While you may be correct about the SubD being easier in poly modelers, the benefits of doing it in MoI would be the accuracy in adding the details after the form is built. Creating details on a SubD cage in poly modelers is a most difficult process at the best (unless you're a true master at polyflow and Sub-D modeling, which in my experience is not that common).
Modo has a set of SubD boolean tools which do help, but I've heard mixed reviews. Trimming door handles, light openings, even body seams is much much easier in a NURBS package.
I will agree Zarkow is also such a master using NURBs in MoI, but once one can arrive at a basic shape, it is much simpler to add the rest of the details. And, from my perspective as one who has used both SubDs and NURBs to model hard surface objects, I find NURBs infinitely easier to use.