Solution A: 10:33 Solution B: 25:03 I made some notes from this video a few years ago. MoI seems to keep on getting more popular, so I thought some explanations would help beginners: - Manual Filleting with "Blend" (for corners): 12:42 (boolean the area with polylines then Blend and clean other intersecting surfaces) - Manual filleting with the "Pipe trick" (along an edge): 15:00 (extract edge, extend it beyond, pipe, boolean surfaces with it, then Blend) - MultiISO+ works only on separated surfaces, so separate first if you have a solid. - ReconstructCurve gives you the "Polylines" option (that allows retopologizing the curves into straight lines) only if you run it with nothing selected. I recommend "Solution B" as it gives as the retopologized surface is easily interpreted into all-quad geo when exporting as OBJ, which works great in SubD software like Blender. the downside is that the volumes "shrink" with the Catmull-clark algorithm, but inflating the model a bit would do for most use cases. It's about extracting ISO curves from surfaces and retopologizing them into straight lines that mimic the edges or the wireframe of a SubD model. Lofting between them with "Straight/Exact" gives flat surfaces that mimic Polygons. The result is a faceted model that can be exported to OBJ and smoothed with Subdivision either in a Polygon software or with MOI v4 SubD function, which subdivides the model similar to a polygon software, but also re-interpretes the surfaces as NURBS surfaces, reducing the number of edges to end up with a clean NURBS model (MOI v4 Cleanup trick). Hope this helps with following the video and in getting the gist of the workflow.
@@riofortian8597 Sorry for the late reply. The shrinking thing is not really a big problem. More like something to be aware of, just for the use cases when it can be a problem. Mostly in product design and manufacturing I guess, or if you want to retain the curvatures EXACTLY as they are because you have a strong statement with them in your design. Such rigourous specs are usually not needed for entertainment art, and oftentismes not even for earlier concepts for high-end product design. Maybe if you're designing a helmet for a character and you don't want it to be clipping with the head. In this example, resizing it would just make it an oversized helmet. In Blender, you can try "Alt+S" for Shrink/Fatten to fatten it a bit. ZBrush also has the "Inflate" slider (under Subtool>Deformation). Otherwise, you can adjust vertices with proportional Editing. I wish I had enough experience to answer your question more precisely I'm just stating it because in this video, Christian established surfaces that basically match the blueprints, and doing it with solution B steers him away from that precisely-created surfaces, while solution A retains them as they were initially built. As you can see, the difference is (almost) unnoticeable. I believe if you find yourself in a situation where you should worry about it, you'll know what to do. You'll be the authority. Also, MoI's OBJ ngon export is really amazing. I guess it's possible to export a high-poly OBJ from the patchy surfaces, and then, after retopologizing with method B, the result can be projected (shrinkwrapped in Blender) to the high-poly export. This way it regains its initial form. I don't know if this workflow would be the most efficient with MoI, but this is kinda a principle in 3D modelling (projecting the low-poly back into the original high-poly to get it to match the form better).
@@pardismack Hi, Nidhal. Thank you for your detailed explanation and solutions, and please don't feel sorry for the late respond. And I believe you are correct in the majority of your writings. It's just that MoI 'fails' to inflate rather complicated surface objects on occasion, which prompted my inquiry. Sincerely.
Thanks for this extra detail! Are there any other places to learn more about these techniques. Th look super important to understand, but the video it's a little fast for my level of understanding.
@@vmedium IMO this workflow and techniques are not super important to understand, but they're good to supplement your knowledge, and ,more importantly, to showcase how one has to be resourceful to find solutions. They are more like workarounds to MoI's limitations. Probably most working 3D artists don't know them. It depends on what you want to do. Is there anything specific you want to understand?
I want to start doing car body surfacing. I've actually already started using subd Blender and it's great but this looks like a beautiful workflow. Would you recommend MoI or Plasticity for car body surfacing in their current states? I know the price tag swings toward Plasticity though. Just want to know I am putting dollars in the right direction. My main goal is just to have fun modeling vehicles in 3D and making some nice renders using Blender. I know F360 pretty well too but its surfacing is a bit frustrating sometimes.
Very nice ! There you start by patches, then getting an unique clean surface from them, with the A and B methods, thanks a lot for showing theses workflows.
KS this is what I was talking about. this is indeed very useful. thanks for sharing. Do you have any tutorials on adding and customizing MoI scripts? nice vid!!
using a Freeform curve with Through Points instead of Controls isn't better ? I'm curious about the high quality of the blueprint you have, mine has to get reworked in order to be full useable.
CAN SOMEONE EXPLAIN IS THIS GOING TO REPLACE POLYGON MODELLING!!!! I MEAN I AN INTERMEDIATTE IN BLENDER MODELLING SO CAN THIS METHOD BE USED IN pOLYGON MODELLING
No it won't. It's an alternative approach to create a base for your polygonal model. The general idea is you craft the base model like this then convert it to a polygonal mesh. All 3D apps - Blender, Max, Cinema etc have Nurbs (spline) modelling tools but none of them are quite as sufficient as the ones found in specialist apps such as MoI, Rhinocerous, Fusion. Remember though, this isn't a magic wand - you still need to do a lot of work! it's just a better tool for a difficult job.
So there is this ongoing topic in 3d communities on how to get seamless surfaces in polygons without getting any creases or bumpy surfaces. This seems to solve this problem the only issue is that no one is using this workflow because of the lack of tutorials. Do you happen to know where to find tutorials for NURBS surfaces? Polygons are a mess!
The best Solutions for (ClassA-Surface-Modelling) I think are high pricing pro Tools like: Solidworks, Catia or Alias Studio or something:Solidworksruclips.net/video/eHUfeJE0k_cl/видео.htmlow pricing tools like: Rhino, MoI or ViaCad in much more difficult to get clean surfaceses, I must make many hours Training and learning, to get those surface quality
Solution A: 10:33
Solution B: 25:03
I made some notes from this video a few years ago. MoI seems to keep on getting more popular, so I thought some explanations would help beginners:
- Manual Filleting with "Blend" (for corners): 12:42 (boolean the area with polylines then Blend and clean other intersecting surfaces)
- Manual filleting with the "Pipe trick" (along an edge): 15:00 (extract edge, extend it beyond, pipe, boolean surfaces with it, then Blend)
- MultiISO+ works only on separated surfaces, so separate first if you have a solid.
- ReconstructCurve gives you the "Polylines" option (that allows retopologizing the curves into straight lines) only if you run it with nothing selected.
I recommend "Solution B" as it gives as the retopologized surface is easily interpreted into all-quad geo when exporting as OBJ, which works great in SubD software like Blender. the downside is that the volumes "shrink" with the Catmull-clark algorithm, but inflating the model a bit would do for most use cases.
It's about extracting ISO curves from surfaces and retopologizing them into straight lines that mimic the edges or the wireframe of a SubD model. Lofting between them with "Straight/Exact" gives flat surfaces that mimic Polygons.
The result is a faceted model that can be exported to OBJ and smoothed with Subdivision either in a Polygon software or with MOI v4 SubD function, which subdivides the model similar to a polygon software, but also re-interpretes the surfaces as NURBS surfaces, reducing the number of edges to end up with a clean NURBS model (MOI v4 Cleanup trick).
Hope this helps with following the video and in getting the gist of the workflow.
Thank you very much for your explanation.
I would like to know how to 'inflate' the model due the 'volume shrinking'? Is it done in MoI or in Blender?
@@riofortian8597 Sorry for the late reply. The shrinking thing is not really a big problem. More like something to be aware of, just for the use cases when it can be a problem. Mostly in product design and manufacturing I guess, or if you want to retain the curvatures EXACTLY as they are because you have a strong statement with them in your design. Such rigourous specs are usually not needed for entertainment art, and oftentismes not even for earlier concepts for high-end product design.
Maybe if you're designing a helmet for a character and you don't want it to be clipping with the head. In this example, resizing it would just make it an oversized helmet. In Blender, you can try "Alt+S" for Shrink/Fatten to fatten it a bit. ZBrush also has the "Inflate" slider (under Subtool>Deformation). Otherwise, you can adjust vertices with proportional Editing. I wish I had enough experience to answer your question more precisely
I'm just stating it because in this video, Christian established surfaces that basically match the blueprints, and doing it with solution B steers him away from that precisely-created surfaces, while solution A retains them as they were initially built. As you can see, the difference is (almost) unnoticeable.
I believe if you find yourself in a situation where you should worry about it, you'll know what to do. You'll be the authority.
Also, MoI's OBJ ngon export is really amazing. I guess it's possible to export a high-poly OBJ from the patchy surfaces, and then, after retopologizing with method B, the result can be projected (shrinkwrapped in Blender) to the high-poly export. This way it regains its initial form. I don't know if this workflow would be the most efficient with MoI, but this is kinda a principle in 3D modelling (projecting the low-poly back into the original high-poly to get it to match the form better).
@@pardismack Hi, Nidhal.
Thank you for your detailed explanation and solutions, and please don't feel sorry for the late respond.
And I believe you are correct in the majority of your writings. It's just that MoI 'fails' to inflate rather complicated surface objects on occasion, which prompted my inquiry.
Sincerely.
Thanks for this extra detail! Are there any other places to learn more about these techniques. Th look super important to understand, but the video it's a little fast for my level of understanding.
@@vmedium IMO this workflow and techniques are not super important to understand, but they're good to supplement your knowledge, and ,more importantly, to showcase how one has to be resourceful to find solutions. They are more like workarounds to MoI's limitations. Probably most working 3D artists don't know them. It depends on what you want to do. Is there anything specific you want to understand?
Thank you very much, I do not remember tutos that helped me as much as yours.
I want to start doing car body surfacing. I've actually already started using subd Blender and it's great but this looks like a beautiful workflow. Would you recommend MoI or Plasticity for car body surfacing in their current states? I know the price tag swings toward Plasticity though. Just want to know I am putting dollars in the right direction. My main goal is just to have fun modeling vehicles in 3D and making some nice renders using Blender. I know F360 pretty well too but its surfacing is a bit frustrating sometimes.
Solution B is really cumbersome for beginners like me. But the result is so rewarding!
Very nice !
There you start by patches, then getting an unique clean surface from them, with the A and B methods, thanks a lot for showing theses workflows.
Hello what fuction you use for that? 29:22 choose number of sample points?
Appreciated, your tutorials are lit!
I must try this. It's like the software is right in between fusion360 and blender 👌
Too hard to follow without narration. You have talent for sure. Please add audio in future.
KS this is what I was talking about. this is indeed very useful. thanks for sharing. Do you have any tutorials on adding and customizing MoI scripts? nice vid!!
Hi, is it possible to use these surfaces for manufacturing? Could they be regarded as class-A surfaces?
what MAGIC IS THIS!!!!!
using a Freeform curve with Through Points instead of Controls isn't better ? I'm curious about the high quality of the blueprint you have, mine has to get reworked in order to be full useable.
this is amazing. thank you!
Hey thanks for making this it's super helpful
Thanks a bunch!
dang this is way simpler than maya nurbs. I am learning this!
Thank You!
Great work. Just cane upon this program. It looks very promising. Is it good enough for product design work or even go head to head with alias?
MoI is an 300 Dollar Tool, Alias is an 10000 Dollar Tool, you can use it for product design, but ist not alias. Alias is a pro tool.
CAN SOMEONE EXPLAIN IS THIS GOING TO REPLACE POLYGON MODELLING!!!! I MEAN I AN INTERMEDIATTE IN BLENDER MODELLING SO CAN THIS METHOD BE USED IN pOLYGON MODELLING
No it won't. It's an alternative approach to create a base for your polygonal model. The general idea is you craft the base model like this then convert it to a polygonal mesh. All 3D apps - Blender, Max, Cinema etc have Nurbs (spline) modelling tools but none of them are quite as sufficient as the ones found in specialist apps such as MoI, Rhinocerous, Fusion. Remember though, this isn't a magic wand - you still need to do a lot of work! it's just a better tool for a difficult job.
hello,did you use some plugs?i dont know how to multiply points in the lines.
Sehr interessantes Video. Sehr Hilfreich!
Gibt es eine Seite/Übersicht, wo man sich die Addons, bzw. Scripte herunterladen kann?
moi.maxsm.net/
moi.maxsm.net/startpos/16
moi3d.com/forum/messages.php?w...
moiscript.weebly.com/subdivision.html
moi3d.com/forum/index.php?webtag=MOI&msg=6674.203
can they be converted to polygons ?
Yes, off course, (tris, quads or ngons)
So there is this ongoing topic in 3d communities on how to get seamless surfaces in polygons without getting any creases or bumpy surfaces. This seems to solve this problem the only issue is that no one is using this workflow because of the lack of tutorials. Do you happen to know where to find tutorials for NURBS surfaces? Polygons are a mess!
The best Solutions for (ClassA-Surface-Modelling) I think are high pricing pro Tools like: Solidworks, Catia or Alias Studio or something:Solidworksruclips.net/video/eHUfeJE0k_cl/видео.htmlow pricing tools like: Rhino, MoI or ViaCad in much more difficult to get clean surfaceses, I must make many hours Training and learning, to get those surface quality
ruclips.net/p/PLUgk_zEXfs_UQE35wUr0QEuCbJbefs0NX
ruclips.net/video/yAqg865D4ao/видео.html
What is the name of the app
Moi3d
It's funny how all these Rhino modellers are voiceless... dude you gotta speak and make your posts more useful.
10:48What command?
this is the "Multi Iso" Script
moi3d.com/forum/messages.php?webtag=MOI&msg=6841.9
@@Kuechmeister
thank
what
is software name bro
MoI3d
this is rhino?
no Moi3D
😮
for step 3 at what point to you just throw it into blender and be faster
IS VERRY DIFICULT FIND THE TOOLS
Illustrator 3d
Holy shit you still have to control topology with nurbs.. 😂😂😂😂😂.
I was excited for a moment there, but unfortunately neither solution is Class A.