Reimplement ICE Modeling to usable state.

General discussion about 3D DCC and other topics
jamination
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Re: Reimplement ICE Modeling to usable state.

Post by jamination » 30 Jan 2014, 21:30

In my mind there is no doubt it is a superior modeller, it has features you just can't do in softimage, most importantly (to me), the modelling brushes. The thing is once you are comfortable modelling in a program, anything else seems awkward, so spending just 1 day in modo, will probably just piss a person off, it does (like anything) take a committment.
Phil Harbath
Jamination Productions

Pooby
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Re: Reimplement ICE Modeling to usable state.

Post by Pooby » 30 Jan 2014, 21:31

https://vimeo.com/85431798
Just out of interest

EricTRocks
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Re: Reimplement ICE Modeling to usable state.

Post by EricTRocks » 30 Jan 2014, 23:18

With all the excitement over the MeshFusion stuff, did anyone bother to take a look at the output mesh?
Eric Thivierge
Lead Kraken Developer, Fabric Engine
http://fabric-engine.github.io/Kraken

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rray
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Re: Reimplement ICE Modeling to usable state.

Post by rray » 30 Jan 2014, 23:59

I don't think they did a z-remesher like approach, so output will be something similar to meshed NURBS (triangles) probably.
softimage resources section updated Sep 26th 2026

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McNistor
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Re: Reimplement ICE Modeling to usable state.

Post by McNistor » 31 Jan 2014, 00:10

Yeah, if you look closely @ 2:15 it seems that the topology at the cut out volumes is lots of triangles around the edges. Rather messy for texturing purposes, but I think it's very good for exploring shapes as well as for showcasing different products that don't require extreme realism.
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Mathaeus
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Re: Reimplement ICE Modeling to usable state.

Post by Mathaeus » 31 Jan 2014, 00:29

EricTRocks wrote:With all the excitement over the MeshFusion stuff, did anyone bother to take a look at the output mesh?
To be fair, afaik it seems they added a few more options, just like meshing the trimmed Nurbs, like quads and triangles, triangles only. Not sure if they added 100% welding at seams.
But, yeah, nothing than could e subdivided properly, after Mesh fusion. So hard to name it ' 'boolean on subdivs ' as there is no subdivs, anymore.

Still no UV transfer, as an additional issue.

There's already thread on Modo forum about using zBrush re mesher, results are looking nice, even on really simple shapes, at least for now. But.... when zBrush re mesher is already in combo, why not to use zBrush for everything. As we all probably know, a lot of 'hard surface' stuff is already displayed on zBrush forums.

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probiner
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Re: Reimplement ICE Modeling to usable state.

Post by probiner » 28 Feb 2014, 12:50

I have a lot to read here.

While not streamlined I circuvent some issues with Topology only in Modeling stack by cloning the object. Then I can have whatever I want in Shape and Animation and then another Modeling stack.

The issue with clones is new clusters in the source won't be transferred to the clone, so I have to re-clone and and apply my ICE Tree again.

Cheers