CompuServe Messages

#3D modeling

    07-Nov-94 17:12:44
Sb: #455-#3D modeling
Fm: Dwayne L. Liddell 74644,2416
To: Jim 73251,3315
Since I'm still waiting for 3DS R4, I'll use R3 for my comparison. To be fair, I'll compare it to Lightwave 3.5 (4.0 will be competing with R4). As far as I know, 3DS R4 only adds features without changing the interface. Lightwave 4.0 will probably have minor interface changes to conform with the operating system it is being used on. Being the human that I am, I could make some mistakes, so keep that in mind. Also, this is just my opinion. If anyone has any other opinions, I'd love to here them. Anyway, here it goes. Both programs follow the typical modular format. 3DS has 5 sections; Shaper, Lofter, Editor, Keyframer, and Materials Editor. Lightwave has two; Modeler and Layout. 3DS's interface, with the exception of the Materials Editor, consists of a bar across the top with several pull down menus. These access general functions such as loading, saving, adjusting parameters, and changing modules. A column goes down the right side which contains the features specific to the module. In the uppermost section of this column is the main menu. Each time you access a submenu, it is placed below the entire main menu. This is a minor irritation to me. I would prefer the submenu open directly below the button I just clicked. The bottom right has tools used to manipulate the views. These are more versatile and intuitive than Lightwave's. The views are divided up into four sections; each can be assigned a different POV (such as camera, light, front, left, or user) Across the bottom is a message bar which acts as an online help as well as showing the status of certain operations. Some portions of the interface are tedious. The program presents the "are you sure you want to do that? Y/N" question way too often. If I click on a viewport to render I am pretty sure I want that viewport to render. Thankfully, there are not too many of these types of "bothers". Overall the setup is well thought out and extremely versatile. Lightwave's interface is similar to 3DS's. Modeler and Layout have different interfaces. Modeler consists of a bar across the top which contains the main menus (Objects, Modify, Multiply, Tools, and Display), as well as the "layer" buttons. These are used to modify several sections of the model or several models individually without having to manually select polygons (an excellent feature). When a menu button is pressed, the submenu opens in the left side column, as opposed to "pulling down". Keep in mind that these are not program-specific buttons, they are module-specific (the menu on the right hand side of 3DS is it's counterpart). Nearly every button provides a numeric input which is easily accessible as well as the standard mouse input. One nice feature is the ability to approximate your input with the mouse, click undo, and then numeric. The numeric display shows the mouse inputs you just entered. Then you can polish them. This provides a high degree of precision without having to think of the exact coordinates in your mind. The bottom left contains two small boxes. One shows the coordinates in 3D space of the mouse pointer. The other displays the grid size. The bottom left contains the selection tools (point, polygon, and volume). as well as a box which displays the number of selected points or polygons. The bottom right contains the much used Cut, Copy, Paste, and Undo buttons. Like 3DS, modeler uses 4 selectable views. One irritation is the lack of precision the mouse affords. However this is due to the Amiga's low resolution screen. This will be remedied in the PC release. Lightwave adheres better to unit systems (meters, feet, etc.) than 3DS. Every numeric input box shows the unit next to it. Also, the units are dynamic. When you have a large grid, instead of showing 10000 meters, it says 10 kilometers. This makes it much easier to create life size models. Modeler does a good job of having a large number of options onscreen without being overbearing. IMO Modeler contains no substantial interface deficiencies. Layout's interface is a bit different than Modelers. Instead of four views, there is only one. This presents a tradeoff. The view is larger and more detailed, but contains less information. I personally prefer a four view screen running at 1600×1280 on a 21 inch monitor, but this is impossible on an Amiga. I wouldn't be surprised if a four view mode was incorporated into the PC release. A string of menus (Scene, Objects, Surfaces, Images, Lights, Camera, Effects, Record, Options, and ScreamerNet) run across the top. These menus contain an unique mixture of sub-screens, pulldown menus, sliders, and numeric input fields. These are very intuitive and well thought out. A column on the left side contains the buttons used for manipulating the "movables". Also in this column are several often used buttons (motion graph, preview, render, numeric input, etc.). The bottom contains Information regarding selected items and keyframes. This is also where the provisions for manipulating key frames and creating hierarchies are. The bottom right contains two black boxes. One displays the grid size. The other switches between the rotation and position of the selected object. Layout's interface is less versatile than 3DS's equivalent module (Keyframer). However it is more intuitive and it takes less time to navigate. Layout is massive. The first time I used it it was a bit overwhelming, but within minutes I had it figured out. Newtek did a fantastic job of organizing a huge amount of information in an intuitive way. Which interface is better? IMO Lightwave barely nudges 3DS out. However, it is so close that many people would say the reverse. It comes down to personal preference. Now on to modeling. Both programs offer adequate modelers, although neither is the ultimate. 3DS excels in creating basic forms of objects, but falls flat on its face in creating organic objects and manipulating already created objects. The three modules that are involved in the modeling process are Shaper, Lofter, and Editor. In Shaper, you create 2D shapes, using bezier splines. These can be open or closed and are very easy to create. After they are initially created, you can do the standard scale, rotate, move, etc. to them as well as more powerful manipulations such as booleon. Shapes created here can be used in lofter to created 3D objects, or in Keyframer to be used as animation paths. Lofter is where 3D objects are made. It does it's job well. Generally you import a selected shape from Shaper to be used as a template. You either extrude or loft this shape. The tools for doing these are very powerful. For instance, you can extrude a shape and vary its thickness along the length of the extrude. This would be useful for making an object such as an accordian. The versatility of extruding and lofting is excellent. However, the best feature of the Lofter is fit to shape. Unfortunately, I'm not quite sure how to describe it and I don't have the manual in front of me. Basically it lets you create complex objects easily. A tutorial included with 3DS shows how to make a hammer head with very little effort. Creating a hammer head in Lightwave would be very difficult. Lofter, because of its complexity, takes some effort to learn. One feature that drives me nuts is bevel. Beveling text is a nightmare. If an object has any inset angles bevel rejects them. For all intents and purposes, 3DS's bevel is useless. This annoyance aside, Lofter is excellent. Editor contains features for manipulating objects created in the Lofter as well as provisions for creating standard primitives. The tool set for manipulating objects is weak. It consists of the standard 2D and 3D scale, rotate, etc. The only powerful feature is boolean, which is common these days. The boolean sometimes doesn't work the way you'd like but it is acceptable. Thankfully IPAS routines are available to further manipulate objects. However, because of the nature of IPAS, they aren't always as versatile as they could be. Other IPAS modules are available which model from the ground up, most notably metaballs. Lightwave takes a different approach to modeling than 3DS. Unlike 3DS, Lightwave can use polygons with any number of sides. This improves it's versatility throughout the program, but causes some problems. If a polygon isn't planar it will cause rendering errors. Also, things go crazy when you use bones or displacement mapping on non-triangle polygons. Thankfully it is easy to correct these problems. Having the ability to use multi-sided polygons has its advantages. Using large, multi-sided polygons improves rendering speed. In addition, Lightwave can use true particles. This comes in handy when you want to make a star field you can fly through without little triangle-shaped stars zooming by. Other applications for one and two point polygons are lasers, explosions, fields of grass, fur, etc.. Whoa, I'm digressing. Anyway, when modeling you have to keep this in mind.