Looks really great for rapid prototyping stuffhttps://www.youtube.com/watch?v=X5r3xc_Go3o
>>661724Prototype what? Plastic balls to be injection molded in China?
>>661724looks like a shitter version of rhino
>>661724It's not bad actually. Easy to get started. Produces cleaner topology when you convert from NURBS to polys.
Really fun nurbs modeler. It does a good job of handling all the rules of nurbs behind the scenes for you.
wtf this is what maxlets use lol
>>661724$295I don't really need a nurb software.We are at the point where you can prototype those shapes in even sculpting software, and you are gonna need to retopo anyway.I think nurbs modelers are for those times when you need more precision, and sure it is cheaper than Rhino.
It has a pretty good remesher for exporting to n-gon based geometry. It's not my kinda workflow, but for those who like concepting in, say, Fusion 360, and then retopoing, using the remesher in MoI will probably make their lives easier.If I could have the remesher alone for 100 bucks I would buy it in a heartbeat. But the whole program... not for me.
>>661868You will never do anything relevant in your life.
Mesh issues that aren't instantly visible and resulting accuracy problems especially when doing print shit annoy me so NURBS modellers soothe my autism.
>>661724better learn solidworks
>>665433>better learn a program that costs over 20x as much for home use>inb4 hurrdurr jusd dorrend idoh just fuck off
looks cool, seems better than fusion 360
good enough for vitaly's autistic shit, good enough for anyone t b h(half of this is actually sub-d)
>>661724>>665515bulgarov has speed modeling herehttps://www.instagram.com/p/Bq9qH0QBGTc/
>>665891Huh. Well Moi3D seems to be unfairly easy compared to traditional hardsurface techniques, goddamn.
>>6658943D modeling is all about efficiency. if your ways aren't efficient for the task at hand it's not cheating to use the right tool, it's actually the most sensible thing and dumb not to do.
>>661724>>665515>>665891>>665894>>666937I've tried getting into moi3d, its easy and fast to build up hard surface, but I'm having trouble after I export to obj and get it in 3ds max. I'm using simple shapes, nothing that special, but the topology looks all sorts of wrong. What topologoy output should I select when export? Once I got in max do I just leave it the way it is or I have to retopo everything in order to use turbosmooth or to pose/rig?Can someone explain to me the whole workflow and how to make the best of it?
>>666960It needs retopo / complete sub-d rework.Moo / fusion are only really good for concepting and static background elements that can be textured procedurally.
>>666960in moi you can export it as an obj with ngons, retopo easier, and if you just want to put out an image, you can pump it throught the rounded edge shader in modo to bake the normals
>>667370is fusion 360 the same, if so then why are people other than engineers using it?feels like it increasing the work process rather than reducing it, am i wrong?
>>667592Moi3d and Fusion 360 are not the same, they may model cad but the workflow is completely diferent, fusion has way more tools for sketching with real sizes taken into account, imagine it as a leaner solidworks.>feels like it increasing the work process rather than reducing it.you could see it that way, but when they ask youo to put out a model with real sizes for either renders or 3d prints, fusion 360 is really good.
>>667592>feels like it increasing the work process rather than reducing it, am i wrong?this are my steps for rendering an image from moi or fusion 360>model in fusion>export step file to moi>export obj with reduced topology>cut uvs in rizom vs>import to modo>make low poly and high poly>explode and cage low poly>put rounded edge shader on high poly>bake>export low poly to substance painter>paint>export>render