04-09-2016, 06:05 AM
I like what @extrudeface has to say about the tool in comparison to painting. Thanks.
Personally I'd like to do more in wings3d.
ggaliens fantastic work is what keeps it alive for me.
I see only one major drawback with wings3D. on high poly models - like doing a voronoi workflow or smoothing on any complex model - and the whole system goes away for maybe 10 minutes and my machine has 16 cores (which can't be taken advantage of).
IMHO this is because of the Erlang language but maybe it can be optimised one day. Because of course Erlang is why its here at all. So we can't really complain about it, and GGaliens is doing his fine work because of Erlang.
Only what do we do about large models ??
As I've indicated before I worked on the original S-Geometry system (and the rest of the S-Products) from 87-92 (when Symbolics collapsed). The code was licensed? by Nichimen and then IZware and Mirai came out of it(still based in LISP). Followed by Nendo - a rewrite in C/C++ which was blisteringly fast.
These companies have gone and the products lapsed even though the code is still workable.
The last big project (that I'm aware of) that used those tools, was for the facial animation for Gollum in LOTR II, III. So Wings3D is in very good company. Its a solid design (even if we don't have wires as a primitive )
I will keep using it - mainly for 3D printing now, as the watertight objects inherent in a winged edge design are pefect for this.
Best wishes to all... Keep up the good work.
Personally I'd like to do more in wings3d.
ggaliens fantastic work is what keeps it alive for me.
I see only one major drawback with wings3D. on high poly models - like doing a voronoi workflow or smoothing on any complex model - and the whole system goes away for maybe 10 minutes and my machine has 16 cores (which can't be taken advantage of).
IMHO this is because of the Erlang language but maybe it can be optimised one day. Because of course Erlang is why its here at all. So we can't really complain about it, and GGaliens is doing his fine work because of Erlang.
Only what do we do about large models ??
As I've indicated before I worked on the original S-Geometry system (and the rest of the S-Products) from 87-92 (when Symbolics collapsed). The code was licensed? by Nichimen and then IZware and Mirai came out of it(still based in LISP). Followed by Nendo - a rewrite in C/C++ which was blisteringly fast.
These companies have gone and the products lapsed even though the code is still workable.
The last big project (that I'm aware of) that used those tools, was for the facial animation for Gollum in LOTR II, III. So Wings3D is in very good company. Its a solid design (even if we don't have wires as a primitive )
I will keep using it - mainly for 3D printing now, as the watertight objects inherent in a winged edge design are pefect for this.
Best wishes to all... Keep up the good work.