MOI future development
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 From:  Metin Seven (SEVENSHEAVEN)
6304.13 In reply to 6304.12 
Thank you very much for your reply, Michael. By now I'm completely convinced of MoI's ongoing lifespan, and will definitely consider upgrading to the full version, after I've given myself some more trial time to get accustomed to the NURBS approach to modeling, as it's quite a transition for a hardcore poly subdivision modeler like me, who's used to total control over every element.

Keep up the great work.

All the best,

Metin
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 From:  Denis (DENISJAGUAR)
6304.14 In reply to 6304.12 
""From Michael: Well, I work on it all day every day, I answer questions here every day in the forum, and I just released a new v3 beta version one week ago... I'm not sure how it's possible to be more active than that...""

You need to train your body to continue working even in your sleep?

Dream that you are fixing Bugs (that one you could already do it)

:)

Hey Michael, if you need help with the web site, we can help you, if you want the help.

Denis
| CorelDraw Grahics Suite X6 | Moi 3D V2 | Carrara 8.5 Pro | Cinema 4D R15 |

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 From:  Michael Gibson
6304.15 In reply to 6304.13 
Hi Metin,

> after I've given myself some more trial time to get accustomed to the NURBS approach to modeling, as
> it's quite a transition for a hardcore poly subdivision modeler like me, who's used to total control over
> every element.

Yeah the overall strategy for NURBS modeling is very different from poly modeling. One of the biggest things with NURBS modeling is that you want a lot of the 3D edge curves in your model to be produced as a result of booleans rather than by individually positioning things in 3D directly like you do with sub-d modeling.

Basically you want to be doing most of your work with 2D curves, some 2D curves being used to generate stuff and some being used to cut things.

Once you get used to it though, you can form mechanical models with this method very quickly. That's what can make MoI a nice companion modeler for a sub-d artist when you're working on non-organic shapes.

I know it can be frustrating to learn a different workflow. But really it's the different workflow that makes MoI especially useful, because it means it has a different set of strengths and weaknesses compared to sub-d modeling. If it just worked the same as sub-d modeling then there wouldn't as much of a unique value in using it.

Also check out here for some links to discussions and general tips for people who are coming from a sub-d / poly modeling background:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4865.2

- Michael
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 From:  Michael Gibson
6304.16 In reply to 6304.14 
Hi Denis,

> Hey Michael, if you need help with the web site, we can help you, if you want the help.

I appreciate the offer, but from a long term maintenance perspective I think I'd rather wait and do it myself so that I'll be more comfortable with any other future overhauls as well.

I've just been waiting to put any focus on it until after V3 is out. V3 has been a long time in coming partly because there was a big break between V2 and V3 for doing the Mac version development.

And actually to tell you the truth I sort of like to have a pretty minimalistic site anyways. I do want to spruce it up some though.

- Michael
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 From:  Mark (MARKG)
6304.17 In reply to 6304.16 
I, for one, love the way your discussion forum works. Like MoI, it's both simple and effective. It's one of the better ones out there.

My only nit: We "Log ON" and "Log OUT"

I always thought it was:

Log in <> Log out
Log on <> Log off
Wax on <> Wax off --er, not sure about that last one.
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 From:  Michael Gibson
6304.18 In reply to 6304.17 
Hi Mark, yeah Log "in" makes more sense to me too. I didn't specifically choose "Log on" myself, that's just what the forum software itself had set on it. That might be another thing I can tune up when I'm in web site tuneup mode after v3 is out.

- Michael
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 From:  Metin Seven (SEVENSHEAVEN)
6304.19 In reply to 6304.15 
Hi Michael,

Many thanks for your elucidation and the link. I'm definitely triggered by the workflow of NURBS. Some objects that can be created in a matter of minutes using NURBS can be quite a pain in the butt when using subdivision modeling, especially things like perfectly round shapes with clean cutouts.

The tesselation of MoI polygon exports is very good as well. Imported STLs in Blender look great.

Also, kudos for the sympathetic atmosphere around here. It reflects an admirable love for MoI, from the creator and the users. Something you won't find in large-scale publishing.
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 From:  Michael Gibson
6304.20 In reply to 6304.19 
Thanks Metin! :)

- Michael
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 From:  Frenchy Pilou (PILOU)
6304.21 
I am on some numerous forum and I can say that I much appreciate this "Zen" minimalistic aspect!
No pollution of the eyes by some no useful visual gadgets! :)
Small is beautiful !
---
Pilou
Is beautiful that please without concept!
My Gallery
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 From:  milkywaif
6304.22 In reply to 6304.13 
> after I've given myself some more trial time to get accustomed to the NURBS approach to modeling, as it's quite a transition for a hardcore poly subdivision modeler like me, who's used to total control over every element.

Just like me. I used to work with 3ds Max, Lightwave, Modo, Maya more than a decade and yes, NURBS approach is quite different. With NURBS modeling there's no pushing/pulling. There's a lot of planning involved and using profile curves everywhere. NURBS is very powerful if you know exactly what you're doing. Spend some time with MoI tools, follow some tutorials and I'm sure you'll get used to it quick.

I wonder what type of models are you planning to create with MoI? NURBS is perfect for industrial/architectural kinds of things but it's not very suitable for organic kinds of models where lots of little tweaks, pushing, pulling involved. If you're doing a lot of changes while modeling, like Michael said you can use 123D/Rhino and your polygon modeler along with MoI. Best of both worlds.

Also check out scripts for MoI. There are tons useful scripts. Some of them are essential.
http://kyticka.webzdarma.cz/3d/moi/

By the way, where are you from Metin?
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 From:  DannyT (DANTAS)
6304.23 In reply to 6304.22 
> By the way, where are you from Metin?

I'd say Metin is from the Netherlands going by his URL :)

-
~Danny~
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 From:  Metin Seven (SEVENSHEAVEN)
6304.24 In reply to 6304.22 
Thank you for your advice, Milkywaif, much appreciated. I will check out a lot of tutorials and practice with MoI the next weeks.

I'm a freelance designer and illustrator from the Netherlands, and have worked with 3ds Max from 1998 to 2012. By then the high pricing and only-once-a-year, relatively minor updates of Max really started to bother me, and I discovered that Blender had surpassed Max in terms of completeness.

By now I know Blender very well, and use poly modeling for just about anything, but I've always been interested in exploring NURBS modeling. My expertise is shifting from illustration to modeling for 3D printing, and I'm falling in love with the accuracy, filleting, easy shelling and more of NURBS. 3ds Max and Blender have NURBS, but the possibilities do not come close to the usefulness of MoI's NURBS tools.

Also, from time to time, customers request a solids file format, such as IGES or STEP, and I always have to excuse myself for only being able to export polygon-based formats, while MoI can export to both NURBS and poly formats.

EDITED: 27 Nov 2013 by SEVENSHEAVEN

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 From:  milkywaif
6304.25 In reply to 6304.24 
> Thank you for your advice, Milkywaif, much appreciated. I will check out a lot of tutorials and practice with MoI the next weeks.

I'm glad if I could be of any help.

> I'm a freelance designer and illustrator from the Netherlands

I asked because you have a Turkish name and surname, unless it was some kind of a resemblance :) Maybe it was your parents who have Turkish origin.
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 From:  Metin Seven (SEVENSHEAVEN)
6304.26 In reply to 6304.25 
Hi Milkywaif,

You're right, my father came from Turkey, but I had a Dutch mother and was raised in the Netherlands. :)

———————

http://sevensheaven.nl — 3D (print) modeling • animation • characters • icons • illustration • infographics • logos • visualization

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 From:  Metin Seven (SEVENSHEAVEN)
6304.27 
Just bought the full MoI version. Excited to be part of this community.

I've downloaded the MoI V3 beta. Should I remove MoI V2 before installing it, or can they be co-installed?

Thanks,

Metin

———————

http://sevensheaven.nl — 3D (print) modeling • animation • characters • icons • illustration • infographics • logos • visualization

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 From:  BurrMan
6304.28 In reply to 6304.27 
You can keep them both. They are installed to different directories, and the installation is "self contained".
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 From:  TpwUK
6304.29 In reply to 6304.27 
They can co-exist Metin

Martin Spencer-Ford
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 From:  Metin Seven (SEVENSHEAVEN)
6304.30 
Cool. Thanks for the swift replies.

———————

sevensheaven.nl — 3D (print) modeling • animation • characters • icons • illustration • infographics • logos • visualization

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 From:  Michael Gibson
6304.31 In reply to 6304.27 
Thanks very much for your order Metin, I hope that you will have a lot of fun and productivity using MoI!

- Michael
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 From:  Mike K4ICY (MAJIKMIKE)
6304.32 
...and soak in the many tutorials Metin! ;-)
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