Version 12 is great. The clothing and hair are awesome.
That’s great to hear. When I started using the hair tools, in 11 I really like them, but they always killed me when it was time to render. I’m sure the Hash folks have made some improvements in that department. I love how powerful and simple the hair tools are.
I’m curious about the cloth tools. I never played with the existing cloth sim stuff that was in the previous versions, but I am intrigued to see how it works now.
Hey just wondering since you use both. Can you spline FASTER than you POLY?
I suppose coming from a 3DS Max/Maya/Gaming background, I find polys easier to play with - but in the past year or so, I really have tried to expand upon the basic modeling techniques I employed for gaming and dive more into the Bay Raitt edgeloop topology world. I say this because learning how to model for higher-res/subdivision surface models is an artform unto itself. Understaning how to set up good edge loop flows is really critical, especially when trying to expound upon a mesh in Zbrush. I guess speed is one of those things that’s kind of relative for me as it really depends on what I’m building. But in general, I find I need to spend more time planning on how I’m going to model something (something organic, to be specific) when I model with splines. What I’m seeing also is how the world of patches, which favor quads, and hi-res polygonal modeling really are kind of cross-application modalities. Building a good curve network is application independent. The only really irritating qualities about patches are the little things - like dealing with creases - but again, understanding good topology does much to mitigate this. I like the economy of modeling with splines/patches. You don’t need many splines to make most volumes. For what it’s worth, I think A:M has, by far, the best patch modeling system available. I guess it has to be, since it is really the only way to fly in the A:M world.
I think it may just be me when modelling with splines. I guess I’m just slow using that. I mean I have made models in the past but just don’t feel the speed.
I hear you. I think once you commit fully to that world, you’ll see speed benefits. I definitely model slower in A:M, but I think it has more to do with the different demands of patch-modeling/versus poly-modeling.
Checked out your gallery, dude your rock!!!
Well, thanks, Flog. That’s really nice for you to say. I try my best.
Oh yeah, I have a question for you: Do you find the UV tools in A:M unstable? I had some stability problems using them with 10.5 and 11. More often than not, I would crash when I had a lot of sets of UV groups and I started trying to pack them on a grid (that darn game backgroudn showing up again.

