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How does Wings3D differ from Nendo?

Nendo is a great and innovative program and inspired Wings3D. But in many ways Wings3D has evolved beyond the capabilities of Nendo, at least in its modeling tools. Nendo still has the edge when it comes to coloring and texturing your models. The main differences in the modeling tools available to Wings are broader and more flexible selection tools, vertex operations, magnets, and a Face | Lift command. Wings also supports plug-ins, something Nendo does not do, whereas Nendo supports scripting, something Wings does not do (yet).


How does subdivision surface modeling differ form other forms of modeling (such as NURBS)?

There are really only two basic methods of modeling; polygonal modeling and spline based modeling.
Subdivision modeling is a form of Polygon modeling. Other forms of polygon modeling include MetaNurbs (àla LightWave and trueSpace), Metaballs, and Metashapes (àla Amorphium). All of these basically rely on the direct manipulation of an objects geometry as if sculpting something in clay. There are no true curves in polygon modeling because the models are made up of, well... polygons. That is to say curves are simply approximated by a series of short straight lines connecting vertices. Because of this polygon modeling is not a good choice for the highly accurate modeling needed for machining manufactured parts. It is however, ideal for organic modeling. It is also good for modeling man made items that do not require precise curves.
Splines (àla sPatch) and NURBS (àla Rhino and Amapi) on the other hand are a method of modeling that uses true curves to define a shape. The curve is then swept along a path to form a patch. Patches are then welded together to form an object. Since true mathematically defined curves are used, very precise and accurate models can be made that could actually be used to drive a machining tool. No matter how far you zoom in on a curve it will always remain a curve because it is mathematically defined. Spline based modeling is not generally considered the best choice for organic modeling.

For a more thorough discussion of the different types of modeling algorithms, along with their strengths and weaknesses, check out the book 3D Modeling and Surfacing by Bill Fleming.


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