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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #22 (permalink) |
| Vertex ![]() Join Date: May 2006
Posts: 12
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I've re-read the posts... thanks everyone for the time which has been spent. I'll deal with this at a later date. For now, I'm dropping back to lightwave untill I have more time to mess with this. There appears to be more then just an issue with mechanically doing what I want, more like a conceptual difference between hexagon and Lightwave. Many other seemingly simple things I have needed to relearn, like for example how to simply add geometry to (and again with inorganics) for the purpose of flow or refining. I would have never have guessed that by selecting two points and hitting connect I could do what lightwave does by selecting a quad and hitting 'triangulate'. I have more issues then figuring out how to do things. Whoever designed hexagon thinks very differently to what I'm used to with Lightwave. In fact, I'm having newfound respect for Lightwave from this experience. In Lightwave there are at least 20 ways to do the same thing... so regardless what you try, you are pretty confident that results will ensue. I'm finding Hexagon though extremely interactive... is also very limited in flexibility and expansiveness. To be fair. I paid $1.99 for hexagon, and it's bairly out of diapers. From this experience thus far I've decided that hexagon is a keeper. I'm here for the long haul. I VERY much appreciate everyone's willingness to jump in with help. Hopefully someday I can return the favour. Here's what I've been doing lately. I wanted hexagon to add some organics to my mostly 'things' portfolio. Anyone want to, I appreciate all comments/critiques... http://iandavis.ws/maxwell Again, thanks all. I'll attack this matter after my work is done... Next step... painting with displacement!! I have a tablet and itchy fingers. |
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| | #23 (permalink) |
| Vertex ![]() Join Date: May 2006
Posts: 24
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Yes i am a Lw user. i have to say this : hex is quite good, for organic modelling and thats not bad for inorganic too. yep it could miss some tools, and has definitely a different workflow. modes in Lw allow a faster workflow IMO, just because they're more visual in many ways. but i found also Hex advantages with the manipulator, no broken simmetry modelling, eges tools, connect, curves etc. most of times also we tend to work onto an app and get habits oud of this, so that we don't find the correct workflow to do things fast in other apps, but yuou're right on the less clicks statements. this is a thing that even Modo misses in some area. however, aligning points down the x axis was not difficult. i found hex great for UV unwrapping, and painting, displacement painting. hex is still young, so can miss some tools, and be a bit slow depending also on the machine you use , buts a BIG step towards total and fast integration of modelling+painting+sculpting workflow, so a great complement to Lw indeed. |
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| | #24 (permalink) | |
| Vertex ![]() Join Date: May 2006
Posts: 4
| Quote:
Lw is so inuitive it's a struggle to get to grips with some of the behaviours of Hex2. | |
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| | #25 (permalink) | |
| Vertex ![]() Join Date: May 2006
Posts: 4
| Quote:
![]() Good to see some fellow wavers here, as you say, Hex2 is a nice tie-in for LW and hopefully 2.1 will sort out some of the things people are complaining about in terms of stability etc. One thing I do wish Hex2 had was the smooth way we can locate objects precisely in 3D space in LW and swap and change viewports with ANY tool. I've found Hex baulks at that if I try it with some tools. Also ot being able to build around the origin is somwhat throwing me off. Admittedly, I've not put a huge amount of time in yet, but this for me is where LW shines, in it's ease of getting to grips with basic modelling. As you say though, Hex2 is "young", so we can hope things will only improve. | |
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