Brian Smith Posted July 30, 2007 Share Posted July 30, 2007 Hi all, Thanks for all the great suggestions for modifiers you cant live without. Here is an alphabetical list of what I have come up with based off the suggestions. Can I please get opinions of anything that anyone feels strongly against. Definitely including: Bend Camera Correction Cap holes Displace Edit Mesh Edit Poly Edit Spline Extrude FFD Lathe Melt Mesh select MultiRes Noise Normalize spline – thanks Claudio…can’t believe I never knew about this one but it’s awesome for animating cameras Optimize – thinking about ditching this since MultiRes seems far superior Slice Smooth Subdivide Sweep TurboSmooth UVW Map Wave XForm Thinking about…can anyone give some examples how useful, practical, or how often you use in work: Shell PathDeform (wsm) Suggested but don’t think should be included and why: Bevel profile – sweep is much better Cloth – more for character animation / limited practicality Lattice - limited practicality Material by element - limited practicality Meshsmooth – turbosmooth is much better Normal – extremely unreliable Stl check – was in the first book but I think should be ditched due to limited practicality Symmetry modifier – more for character animation / limited practicality Taper – limited practicality Tessilate – subdivide is much better Turn to Poly – honestly can’t find what this is used for Twist - limited practicality Unwrap UVW – going in the advanced book P.S. Thanks for that great tip Louis…never knew about your tip to ease scrolling in the modifier list (Right-click on Desktop > Properties > Appearance / Effects button / Turn OFF ‘Use the following transition effect for menus and tooltips’)… going to mention it Link to comment Share on other sites More sharing options...
Justin Hunt Posted July 30, 2007 Share Posted July 30, 2007 Shell - I use it all the time 1)mass out walls, basically draw the spines, and an extrude and the a shell (for thickness). Also great for multi-level ramps, first build the basic ramp and then use shell to give thickness. 2)Polymodelling wall with window openings as single sided, then use Shell to add thickness, makes for very clean, efficient geometry that is very easy to modify. 3)I developed a ruff script that automatically built windows with frames and glass. Shell is used the control the frames thickness. Also has the bevel profile built in (although I have never used it) Great list by the way JHV Link to comment Share on other sites More sharing options...
Matt McDonald Posted July 30, 2007 Share Posted July 30, 2007 I rarely use either turbosmooth or meshsmooth but as I understand it, turbosmooth is basically a simplfied meshsmooth with the most common settings applied. It might be worth while if you are going to mention one to explain the other (because they are so similar). Link to comment Share on other sites More sharing options...
Mister3d Posted July 30, 2007 Share Posted July 30, 2007 I rarely use either turbosmooth or meshsmooth but as I understand it, turbosmooth is basically a simplfied meshsmooth with the most common settings applied. It might be worth while if you are going to mention one to explain the other (because they are so similar). Yes, and it's for animators mainly, because it's applied over a low-poly character. Meshsmooth was too slow. Link to comment Share on other sites More sharing options...
BrianKitts Posted July 30, 2007 Share Posted July 30, 2007 shell - is the quickest way I've found for giving thickness to single planes. Half the time when I receive models from clients to use in a rendering, the glass is modeled as a single surface, and I need the thickness to get the proper refraction. so it's as simple as grab by material, add a shell mod @ .25" and then re-collapse the mesh. I rarely use either turbosmooth or meshsmooth but as I understand it, turbosmooth is basically a simplfied meshsmooth with the most common settings applied. It might be worth while if you are going to mention one to explain the other (because they are so similar). turboSmooth is more memory efficient, both are very useful specially for terrain, model less surfaces and just smooth out your mesh Link to comment Share on other sites More sharing options...
Sawyer Posted July 30, 2007 Share Posted July 30, 2007 I use Shell and Material by element on almost every project I do. I think Shell is pretty straight forward and already argued for but I use Material by element when I have stones/rocks or I have to model bricks or leaves on a tree even grass. Anything that needs a random assortment of material id's applied. Link to comment Share on other sites More sharing options...
clauco Posted July 30, 2007 Share Posted July 30, 2007 Yes, shell is very useful. I used it modeling architectural details and some furnitures. Is faster than selecting all poligons of the mesh and extrude them. For example, imagine that i´m modeling a translucent tube lamp, at first, i can do a lathe and then apply a shell modifier to give it some thickness (thickness is important to obtain a physical response of translucency with vray material as everybody know) . Of course there are other methods to do that, but now imagine that lamp with lot of details in its profile. I´m not sure if i was clear, but i have those situations frequently. best regards! Link to comment Share on other sites More sharing options...
Brian Smith Posted July 30, 2007 Author Share Posted July 30, 2007 I use Shell and Material by element on almost every project I do. I think Shell is pretty straight forward and already argued for but I use Material by element when I have stones/rocks or I have to model bricks or leaves on a tree even grass. Anything that needs a random assortment of material id's applied. Got it...and i can see why it would be useful. I guess i should include it. Link to comment Share on other sites More sharing options...
karl zacharias Posted July 30, 2007 Share Posted July 30, 2007 Another vote for shell...I line model the footprint, extrude to wall height, convert to poly, section cut the openings, delete the openings, and apply the shell modifier for thickness...very clean results. Link to comment Share on other sites More sharing options...
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