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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