Hi Pilou
Where do you get the bridge tools? I have been using rocket and in the latest version the bridge to 3d Coat and Moi are absent.
Best wishes
Keith
I intentionally deleted my previous post about Rocket3F because I'm not in the habit of place publicity of any software into forum of other software,
and I want to avoid any misunderstandings about that because I'm not linked in any way with its developers.
But I write these lines only for one reason : Because I love every new software that like Moi is capable to break the barriers,
and i think that this newcomer into 3D modeler market can be a valid companion also for Moi's users
Well...with that said....
Finally the all brand new Poly/SDS modeler Rocket3F is on the market and the purchase should be activated soon.
It comes from Istonia, the creator of NVIL, and from Andrei Samardac for the streamlined workflow.
I'm both an NVIL licensed user and a beta tester of R3F for a long time, and I must admit that it has won all my doubts about it.
It's ONLY a pure Poly/SDS modeler, that occupies a very small niche, nothing more, but what it does it does very well,
and it's especially focused on two things :
1) IMHO it has the best and fast workflow on the market (I have tried tons of Poly/SDS modeler right now from free to very expensive (in demo)) All the tools are designed for fast conceptual modelling
2) It has some absolutely unique features for Subivision Surface Modelling! Look at this Youtube tutorials for its excellent Crease features : https://youtu.be/YhP784XnD-M
And it also have a very good built-in Bridge to :
- Moi : From <-> To. Look at this my very simple example : http://take.ms/iXgiO
For subdivision in Moi it leverages on the superb Max Smirnov SubD script.
- 3D-Coat : From <-> To
- KeyShot : Never tested because I haven't KeyShot
I think that now Moi has a valid counterpart about the best workflow :
Moi for Nurbs and R3F for Poly/SDS conceptual modelling.
Here's my latest test involving both Moi and Rocket3F in order to gain skill in modelling some mathematical
and mechanical objects that I'm going to modify in R3F to obtain more organic models.
Oh yes....I already knew DistortCurves and things like that, and how to do almost all these kind of stuff using a Nurbs environment,
but now I want to dig more in depth Poly/SDS modelling, because it can offer a greater degree of freedom in some situations,
especially for organic modelling.
I'm learning how to use both worlds in an effective way.
Best of the 2 worlds is cool, but it's even better when both approach co-exist in the same application.
T-Splines, and Cyborg3D for instance have some very nice functions that mix curves, nurbs surfaces, and subdivision surfaces.
Caging NURBS is a great way to go for those that like to push and pull.
It gives you the ability to "monitor" what doesn't really JIVE with a NURBS surface and what's working.
So you can finish all the bending and twisting while NURBS, then go out to poly and not bring it back!