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| | #1 (permalink) |
| proud to be a nurb ![]() | first test of Archipelis designer So, here is my first test of the Archipelis Designer 1.1 demo. I spent only 10 minutes using the program, with only 1 minute reading the help documentation. Very fun and promising app for roughing out a textured volume very quickly... Me likes very much !!!shorty |
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| | #2 (permalink) |
| proud to be a nurb ![]() | Demo does not allow export or saving models, so i had to let go of my rhino. fly away rhino ... after playing around with this demo a bit more, it does in fact seem very useful to construct volumes. Would be great in future versions if more transform/deform options will be made available. but overall i think it's a nicely designed application... |
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| | #5 (permalink) |
| Spline ![]() | Looks fun! I don't think it could be beat when it comes to giving the user the ability to create a model rapidly. It could be great when combined with something like SharpConstruct or Mudbox. The bad: It reminds me of CB Model Pro in that it gives the user the ability to create models quickly. Yet you're left with this really dense mesh that can't be put to much use after. Although unlike CB Model Pro's homebrewed pleasant interface, Archipelis' interface looks and feels like something from my Commodore 64 days. Not good! Still, I'm definitely going to test it out some more. ![]() |
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| | #6 (permalink) | |
| proud to be a nurb ![]() | Quote:
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| | #9 (permalink) |
| Spline ![]() | Object exported and viewed in SharpConstruct: ![]() As you can see. The mesh around the pectoral fin is pretty nasty. When textured you don't notice the poor mesh quality as much. I wonder if the guys at Archipelis are being a little naughty and deliberately trying to hide the mesh quality by preventing people from seeing the object in other modes, when in the demo version?. In the full version you can view an object as a wireframe model. Also, the mesh quality is only poor around the thin areas. So if your object is very bulbous (like a rhino) then you should have no problems at all. Wireframe: ![]() Before exporting, I set the detail one level higher than the default detail level. |
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| | #11 (permalink) |
| proud to be a nurb ![]() | Hi Wibble. I saw your related archipelis "blob" request in the Moi forum, but didn't want to mention Rhino there (although Michael is usually cool about it). You don't happen to us Rhino, do you? Because I have written macro commands that do exactly what you are asking for. I even call it "blob" and the icon is a little one-eyed blob . I have 3 versions:**by interpolated curve (curve through points) **by freehand sketching a curve **using existing curve It makes 2 blob halves, then mirrors them, then joins into a solid. It also sets up the filleting of the joined edge and sets up the scaling for thickness. It is really neat to play with. And yes, it saves A LOT of time building volumes. Of course, it is Nurbs surfacing so you can't make really exaggerated forms. But it works great for shapes like kidney beans, eggplants, etc. If you have Rhino, I would be happy to post the macros for you to try them... shorty |
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| | #12 (permalink) |
| Spline ![]() | Ha! Small (3D?) world eh? That's really nice of you to offer to give your macros to me. But me and Rhino had a slight disagreement over fillets one day and we've not bothered with eachother since. Michael's tip will probably help alot and I'll see how I go with that. I so love that interface in MoI. But thanks, Shorty! |
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| | #13 (permalink) |
| proud to be a nurb ![]() | Yeah, it's even smaller than you think. I'm glad i'm small too. more leg room when i travel... I actually wrote my blob macros a few months ago. But it used a "patch" system. And now i feel so stupid that i didn't think to write them using sweeps (although that's how i was making blobs manually in the past). So now i've rewritten them and they are SWEET!!! Sketch a curve, mark the ends of blob and define the profile, adjust sweep parameters if necessary, and the blob is done. All in about 6 clicks... ![]() Here's the rhino made with my "blob" macros in Rhino 4. All filleted and ready to go (wherever it is that rhino's go)... shorty |
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| | #15 (permalink) |
| Spline ![]() | Great rhino, Shorty! I see some nice filleting there too. Maybe Rhino3D is a little biased and puts more effort into creating fillets for its own kind? ![]() I think there's definitely a need for a nurbs modeler that works around the idea of blobs. Especially for the folk who are new to 3D modelling. It's not really obvious how to build using the current nurbs modelers. I think the blob approach makes it all much more obvious. It's only because of Archipelis that I realized how I should approach the problem of modelling organic forms using nurbs. |
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| | #16 (permalink) | |||
| proud to be a nurb ![]() | Quote:
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| | #20 (permalink) |
| proud to be a nurb ![]() | sorry buddy. i can't send you a mesh because i don't have liscense for this program. But my feeling is that meta-modelers are BAD for game designers. In order to get a reasonably decent looking surface, you must use very high-poly mesh. the best method for game design is really to work with polygons directly. So you can control the usage of polygons where needed, and not waste them where not needed... I don't think Archipelis is good for your needs... Better to use polymodeler like Hexagon, Silo, Wings... shorty |
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