I've found a pretty good workaround for using subD meshes: I switch the meshes in the BOOLEAN_Geo group to cage mode while working, then switch them back to subD to export the final mesh. Switching back and forth can take up to a minute or so, depending on the mesh complexity, but the work speed is totally smooth. If you're working on multiple MOPs, you can put all the meshes from the BOOL_**** meshes in a "GROUP", select and switch them all at once.
You can get some weirdnesses. n-gons don't play all that well with edge weighting either so generally you have to "spikey" the polygon or something of the ngon touches a sharp edge directly.
Could you one day make a breakdown of all the less obvious mods/scripts you have installed in your Modo, cause I can see a lot of cool little things that could upgrade my workflow.
That's such a loaded thing ... it could be a short text list or it could be a whole video on it's own. :) The most important stuff I use would be... MOP Booleans Seneca Menard's Scripts MOP Tubes keKit (some useful stuff in here) Might be a few others I'm forgetting. Is there anything specific you saw that you want details on?
Hi Warren, I have just been notified that William Vaughan has upgraded his MOP Boolean Assembly to version 3. is this going to run into compatibility issues with your assembly model, I would be grateful if you could run through any swopping of files in a video if at all possible. Cheers Sean from Manchester UK
Hey Sean! I don't think there should be any problem there ... William's update was more UI based I believe and has nothing to do with the assembly or how it affects the mesh items. Let me know if you have problems, but I don't think you will.
Warren Marshall :- Thanks Warren, I just did exactly as first time, renaming Williams previous kit file, shopping it out, then doing as your instructions and renaming his assembly file and replacing with yours... All seems ok, but it's past midnight now so intense trial tomorrow, with bacon and eggs lol. Ta very much! ( Mancunian for Thank you)
Hey Warren.. Awesome stuff as usual.. I use mop bools when doing personal static art alot.. But i was wondering if you somehow use this workflow with clients, or say selling 3d models or even in game? Most of the time i have been asked to do very clean topology which of course booleans and such dont give you.. Unless going in and cleaning up.. Which of course is not an issue, but also slows you down.... Just wondering your take on that? cheers
I use it for almost everything these days. I've never had a client care about how I produce the high poly mesh ... all they're concerned about is the low poly. And even then, I've never had anyone come back and ask me to change the topology. So, I guess if you have clients who DO care about that stuff, it might not be as useful to you.