Many months ago I felt that SUBD modeling was really holding me back to produce highly detailed objects/characters/vehicles, like the simple fact of, adding a manifold extrusion would create loops throughout the whole object, I'd spend 2-3 more time dealing with loops and fixing triangles that are messing up with the shader than actually modeling, every single new detail would lead to a bunch of new puzzles to be solved on my mesh.įrom there, I decided to explore into other softwares to learn other workflows looking for faster and more effective ways, I started modeling in MOI3D and I could definitely see the potential, but eventually I found out all the limitations within the software, specially the difficulty to make a little more organic shapes, or god forbid when you try to extrude a face and dissolve that edge, or the simple task of filling/closing a hole, or when you can't calculate the bevel/chamfer your trying to do, MOI3D became a good tool for my arsenal depending on my need, but again I found myself stunned by the software nature and limitations.
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