View Full Version : Most Natural method to Model in Core?

08-22-2009, 02:00 AM
Sry if im trying to know too much. :screwy:

But since i've heard the words modifier stack(wich is a great feature), in Core's 1st video, a question came to mind and to some Lwavers in my class, and now with the webinar, again stikes me again:

-Will be box modelling the most natural method for modeling in LW Core?
Will be the mesh as rapid editable as it is now? (Say... flip, then connect, merge, dissolve, extrude, kill polygon, weld points, and finally bridge... Done..)

Not that i was with thoughts of having all these AND the modifier stack on top, but will Polygon Modeling be as open, free and fast as it is now?
(Of course, who knows if i later don't find out that box modeling is my thing)


08-22-2009, 02:44 AM
poly modeling is still 'the way' i don't see te return of nurbs, metareyes or spline patch replacing poly modeling and the subpatch/nurms modifier on top of the stack changing anytime soon..

people seem comfortable with poly modeling across apps from lightwave, modo, max, maya, softimage, cinema etc.

metaball/primative is on it's way back with zsphere 2 but we'll have to see if it sparks others to follow or not. [mudbox]

voxel modeling is on it's way up but has a way to go and is limited in what it will be good for...mainly sculpting organics...you'll still need other methods to create cars,spaceships, towns etc...

sculpting is here to stay in sculpt specific apps and may cross over to general apps in some form or other in future.

the concept of modifier stacks and history lists in modeling and node based scene creation will be on all apps except modo which is still using the lightwave 'drop tool' idea for modeling.




zsphere 2

08-22-2009, 02:59 AM
Poly by Poly i meant, or as you wish, the Drop Tool, destructive editing... you name it. Of course i was not talking of other 3D system :S

Basicly, be able to work in a "plastic" way with the mesh as you can do now.

Maybe im wrong, sry, but i thought this i something that differenciated Lw from others (Except Modo of course). I've never used anything else but LW to model, so i don't know how is actually going on on other apps. But the cloudy idea i had is that in other apps the modeling mentality was to start with a box and grow it from there, always having you object inside a changable chain cage(the modifier stack) and certain editings we do are LW is possible, but requires a whole bunch of steps. (correct me if im wrong, plz)

So again, do the modelling known to this day to LW, will be possible in CORE, or the stack will change the modeling mentality? (as in the way your brain works in a system to get results from it)

Again i'm not ranting one process over the other ok? Both have good stuff and if having both is possible, great. I'm just asking if with these changes will change the way people project their modeling process inside LW, in comparisson with the actual one.


08-22-2009, 03:11 AM
put it this way...if i want to model like lightwave modeler in 3dsmax..i just stick to edit poly and keep collapsing the stack as i go..your then working just like lightwave..same can be true of Core...just dump the stack as you go if you want to..some things will be diffeent but the end will be the same.

basically if you want to model like modeler in other apps...you can...
though i think you'll like the stack..there's good reasons to use it on modeling.

08-22-2009, 09:37 AM
But still modeling in other apps like LW, it's no Modo right? So if you a more destructive editing person, Modo will be your thing after CORE? Cause one thing is saying that "it's possible", another thing is saying that "its fast and easy", since that is the application nature.

I'm sure that are lots of vantages with the stack (the others guys couldnt be simply wrong :D), and since everything will be animatable, why not the models parametrics, of course. Looks great, looking forward to see examples of CORE.


08-22-2009, 12:54 PM
the simplist example of a stack/modifier/history

would be making a vase...or text




08-22-2009, 08:56 PM
Yeah, those possibilities look great, nive vids. Not having to go back and redo all it's great. And the animation possibilities look just fast and easy.

Tough it's quite a pain seeing you dragging points, having to marque select them, wich is ok, but in a complex mesh...
Sincerely hope that LW catches the good practices that go around but keeps its own good practices, even to combine with the new ones, so it improves not making a simply copy, with all the limitations that exist.


08-23-2009, 01:03 AM
Though it's quite a pain seeing you dragging points, having to marque select them, which is ok, but in a complex mesh...CORE's drag tool works without marqueeing./stealth

08-23-2009, 01:09 AM
Hooray =)

08-23-2009, 05:48 AM
core keeps many of the nice selection types your used to in lightwave modeler.