Patch Modeler Answers
27-Oct-94 14:09:26
Sb: #131286-Patch Modeler Answers
Fm: Mike Kelley 71302,73
To: Mathew D. Bergman 71564,1134
>I have no real way to rate how effective a tool it would be to create
specific, >real-world objects on its own.
I guess this is the core of the issue — for me (who is not into architechtial
issues (to the point where I can't even spell the damn word properly!)) the
shaper/lofter is very frustrating. If I want to make something like a whale or
dinosaur (that I can mold quite easily in clay, for example) somehow I have to
precisely draw a series of cross sections and figure out where all the parts
fit together. Either that, or I have to get something close and then pull and
tug on vertices (I admit I haven't tried a lot of this — maybe that's the way
to go).
I used another modeler (and I can't tell you what method it used, as I'm not
that knowledgable) and it seemed about 1000% easier. I felt like I really was
working in clay, rather than cardboard templates (which is what I feel like
when I work in 3DS). Now, whether Danny's modeler is closer to this feel or
not is still an issue that I probably can't resolve unless I have hands on
experience (not likely in my neck of the woods), so I have to try and get
impressions from others, such as yourself.
I guess it's all moot until Danny gets an actual program available, but
modeling is the one aspect of 3DS that I wish would be improved (and it WAS on
my wish list, almost two years ago when I made it known, but I guess that was
just wishful thinking, so to speak)