Saying hello

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 From:  submono
9200.1 
Hi,

I'm new to the community and just wanted to say hello and thanks for this beautiful program. I literally went from wtf is MoI 3D to telling everyone about it in one week. I'll be using it mainly for high-poly concept art and I've never been faster :) Attached are a few scifi doodles I did in the last couple of days.

Best regards,
Sven
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 From:  Frenchy Pilou (PILOU)
9200.2 
Welcome

and very convincing models!
---
Pilou
Is beautiful that please without concept!
My Moi French Site My Gallery My MagicaVoxel Gallery
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 From:  mkdm
9200.3 In reply to 9200.1 
Hello!

Very nice concepts!

Congrats.

- Marco (mkdm)
My Procreate portfolio
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 From:  nameless
9200.4 
Welcome! I am very new as well and I totally relate to your wtf--> wow transition. This program is so much power in a small package under a deceptively simple interface.

Beautiful stuff! What was your renderer of choice? And is that a MoI lines overlay in your third render? It looks super cool. \m/_
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 From:  submono
9200.5 
Hi guys, thanks for the welcome!

I'm at home in Keyshot, Octane and VRay, depending on the pipeline and if the clients wants just pretty pictures or render packages for further tweaking. For personal work like this I like Cycles and now Eevee. The third image was rendered in Eevee. I selected the edges in MoI and exported them as 3D polylines in a DXF file. Then imported the DXF in Blender (make sure to activate the DXF addon) and beveled the polylines. The shader on the polylines is Blender's Emission Shader. After that I just added generous amounts of Eevee's post effects (bloom!) and that's it more or less.
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 From:  Michael Gibson
9200.6 In reply to 9200.1 
Hi Sven, welcome to the forum and to MoI, I'm really glad you are liking it and getting some great results already!

- Michael
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 From:  submono
9200.7 In reply to 9200.6 
Hi Michael,

thank you. If there was a spectrum with say Houdini and ZBrush on the left then MoI would be on the far right side ;) The UI paradigm makes it ridiculously fast to work in. I have defined shortcuts for everything and couldn't be happier. Well, I would love to have a fullscreen "pro" mode without any toolbar. Don't know how difficult that would be to implement. One thing I noticed it that fillets and/or chamfers often fail on relatively simple geometry if the model is too small in scale. When I scale it up it works again. I would have expected these function to be independent of model scale.

Best,
Sven
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 From:  Michael Gibson
9200.8 In reply to 9200.7 
Hi Sven, it is possible to hide the toolbars, try the plug-in here:
http://kyticka.webzdarma.cz/3d/moi/#FullScreen

For the small scale problem - various operations in NURBS modeling are calculated to a tolerance level, like when 2 surfaces are intersected with each other the intersection is refined until it reaches a particular accuracy level and small objects can be impacted by this. I do have some changes in v4 coming to try and make small objects get the same proportional tolerance as "regular" objects and that may help with this area.

But it is kind of good in general to avoid working at small scales.

- Michael
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 From:  submono
9200.9 In reply to 9200.8 
Hi Michael,

thanks for the fast response and explanation, makes sense. I also tried the plug-in and it kinda works. It goes to fullscreen but returns to a two column layout that wastes a lot of space (see attached). Is it maybe because I'm running the Modo theme?

Thanks,
Sven
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 From:  Michael Gibson
9200.10 In reply to 9200.9 
Hi Sven, looks like the plug-in isn't working quite right with the scene browser in "inside" mode like you're using there. The other column that is showing is where the non-inside scene browser panel would be.

Try the one from here instead:
http://moi3d.com/forum/index.php?webtag=MOI&msg=5141.17

- Michael
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 From:  submono
9200.11 In reply to 9200.10 
Hi Michael,

that did the trick. Thanks again!

Best,
Sven
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 From:  submono
9200.12 
Okay, last one (for now), just can't stop :)
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