Jump to content

Archived

This topic is now archived and is closed to further replies.

3D-Pangel

MeshBoolean

Recommended Posts

  • Topic Author
  • All,

     

    From the makers of Lon-Lat Connection Kit and Streetview 4D at TheGreatSummit.com comes MeshBoolean 

     

    From the video, it looks pretty interesting especially the capability to automatically bevel boolean edges and perform "cut-ins" (my personal favorite).

     

    Now at its core, this is still using C4D's boolean algorithm's and Boolean modeling is generally frowned upon given the geometry it creates.  But, it still looks pretty useful for creating objects that have no intention of ever being subdivided or have simple textures applied.

     

    I would love to hear more about this plugin from any early adopters out there (I think it was released on 11/1), the beta-team or the developer himself.  One video was not enough as it sounded like there were more features that were not covered.  I would also love to see a tutorial where they actually boolean and texture a complex object just to get a sense of the type of objects that are being created and what the downsides may be should you over-use booleans as a means to create non-organic shapes.

     

    In short, as a lover of sci-fi art, will this be a great nernie creation tool?

     

    Thanks,

    Dave

    Share this post


    Link to post

    Hi Dave

     

    I think the plugin developers themselves did a thread about this just the other day ! The general consensus there was that yes, this is better than the default boole tools because it sets up bevels for you right away. But as you say, it is based on the original boole tool, and therefore is unsuitable for use with subdivision. Personally I wouldn't pay $50 for a boolean plugin unless it did work with subdiv, and created sensible all-quad topology like Max's ProBoolean. The developer says they are working on this, despite it being a furiously difficult thing to achieve apparently :)

     

    My own instinct is that this is OK for small-scale nernie action (ie you only need a little bit of that), but you wouldn't want to be doing too many of these in a single scene before the limitations of booles catch up with you and your scene slows to a crawl while it tries to live-calculate all the booles in the scene. I think that would make it impractical if you were greebling a Star Destroyer for example...

     

    There are a great many tools out there for greebling, not least of them the extrudifier in MAXON labs, PolyGnome, being developed by cafe member @C4DS, and this incredible JS generator for making instant 8K displacement maps. Speaking as someone who values quality topology, I would have to say that all these are preferable to doing nernies with boole-based methodology, but it can't hurt to also have that method in your list of go-to options for when topology doesn't matter...

     

    CBR

    Share this post


    Link to post
  • Topic Author
  • Cerbera,

     

    Thank you for the advice.  Yes...modeling with Booleans would only be a starting point for me and certainly not something I would leave in a parametric state.  I would use it to rough-out form and shape and then convert to polygons and then clean up.  If there was any face with excessive n-gons or triangles, I would try to convert to quads (most like using the quad-cap plugin to make it a little faster).  

     

    Like you, I take some serious satisfaction from a clean mesh with nice polygon flow.  This plugin would help me add to my ever growing library of nernies.  Sometimes, I just create a nernie for the sheer pleasure of it without any intended purpose. 

     

    The cut-in capability of the Meshboolean plugin would really be helpful with creating hull plating.  That is just sooo tedious and not as satisfying as your really just cutting up a flat surface...but for some reason, doing it with textures or bump maps feels like cheating.  Weird.  Also, nernies need to have some design sense to them.  Not just cubes or cylinders lumped onto each other.  So using textures does not allow you as much control in creating a 3D design logic to the nernie.  The best nernies are when you copy their shape from real life objects that have a purpose.  This may be a result of the pre-CG models being made from kit-bashed car models (for example, the tip of the Millenium Falcons front mandibles is the top of an engine block).  Those physical models from the 70's have set the visual style we copy today in 3D.

     

    One of my favorites modelers in Ansel Hsaio (FractalSponge in the Max forums).  Check out his work here.  I have a word for his work: nernie-porn.  Honestly, I could just stare at the detail in his ships for hours and always find something new. He never posts a mesh so I have no idea how clean his geometry is but given the sheer quantity of polygons he puts into his models, there has to be some level of efficient modeling in his work or the images could never be rendered.  Visit his site and just marvel at how any one person could the mental discipline to visualize, start and actually finish the models he creates.   

     

    And to be equally fair, I marvel at your work as well with the same level of respect and admiration!

     

    Dave

    Share this post


    Link to post

    • Recently Browsing   0 members

      No registered users viewing this page.

    ×
    ×
    • Create New...