In regards to texturing - i don't see much benefit for importing Nurbs directly, because of the problem of UVs which don't match to the original source application. How will Andrew resolve the issue of 3DM polysurfaces which were derived from any # of CAD applications? Many of those applications don't even have a method to create or use unwrapped or packed UVs. Rhino can pack UVs, but how will 3DCoat match Rhino's nested UVs exactly? The UV layout is based on the display mesh, not on the Nurbs surfaces themselves. Unless 3DC can also read the attached render mesh and it's UV coords, then I don't see how to generate maps that apply properly in the source application. Think about this, even MoI does not support Rhino's packed UVs because it does not read Rhino's render meshes. How will 3DC accomplish it? If you export a 3DM from a CAD application, it will likely have stacked UVs and 3DC will need to create it's own packing before you can begin to paint. Unless of course he plans to have 2,000 maps for one object and then assign by each face in the original app? Sounds like a lot of fun... to watch, but not to do by yourself... :) The best way to guarantee proper map assignment is to work on static meshes...
In regards to modeling - I can see where this might be interesting for voxel sculpting. But what benefit is there which could not be achieved by importing a very high-res mesh? Perhaps it can lead to some interesting deformation tools (such as Rhino's UDT functions which are based on UV space of Nurbs targets)? or it may evolve to accurate editing/rebuilding of meshes for the needs of manufacturing, etc? Probably not his goal though...
I do think the best application of importing 3DM is regarding Nurbs curves, which can be awesome for spline painting and deformation targets.
Who knows though? Andrew's a really smart guy. And he may come up with some brilliant solution...
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