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Switching from Carrara to Hexagon to model Any tips?
Posted: 30 November 2012 10:08 AM   [ Ignore ]
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Hello everybody
I’ve gotten to the point that I have reasonable skills in the Carrara modeling rooms.
I find I get a bit frustrated so I want to try Hexagon.
Learning software can be such a pain.
Is there anybody out there that has made the switch that might have some pointers?
Thanks
8068

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Posted: 30 November 2012 10:32 AM   [ Ignore ]   [ # 1 ]
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HI smile

Box Modelling is Box modelling, and the program you choose to do it in is up to you,.

However,. ....if you’re having issues in the modeller, someone here can probably help,.

If you’re new to modelling,. have a look on-line for ANY Box modelling tutorials,.(the application it’s made for doesn’t matter) the tools and principles are the same for all vertex / Box modellers,.

Hexagon has some useful info in the manual,.. and should have some little Video clips, (possibly still in French) but they can be followed easily.

Hope it helps smile

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Posted: 30 November 2012 12:33 PM   [ Ignore ]   [ # 2 ]
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3Dage
Looking at hex it seems like it will solve some of my issues.
I have some experience in the past with Solidworks, Alibre and Sketchupup.
With those programs I can pretty much define what I want and see expected results.
In carrara I had a bit more of an issue with defining specific dimensions, I can do it but it seems sometimes more of a multistep
process. As well what is smooth, and what is sharp I can do but sometimes where they meet can be an Issue. As well sometimes
I wind up selecting a group of Poly’s when what I want to alter is a face.
Maybe i’m wrong but it seemed like some of this stuff was available in Hex, or easier to locate.
I’ve been having pretty good success with Carrara modeling, ( thanks to you and others ), just thought I would try hex to see
if a few options were more at my finger tips.
Hex seems quite similar to Carrara, I just thought there might be some of those “oops” differences that everybody experienced
making the transition.

8068

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Posted: 30 November 2012 12:56 PM   [ Ignore ]   [ # 3 ]
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I like using Hexagon to model in because it has a better work flow in my opinion. 

One of the tools it has that Carrara does not is “copy on support.”

What that does is you can copy an instance of an object into an array by using a circle or a design made with a line.  This is useful for making anything from jewelry to repetitive design in architecture.  (see example below of a speaker I made put into an array on a circle.

As far as smoothing, I only smooth objects in Hexagon to see what they would look like and make any adjustments while the object in the smoothed stage.  If you will notice in Hexagon, you can reset the smoothing back down to zero and then don’t use the dynamic geometry to subdivide it after canceling - will send it back to its original state.

I prefer to smooth in Carrara as it has better smoothing options via the render or I can further define smoothing with the “smooth edges” function in Carrara.  I also do the same for objects I send to Lightwave3D for further refinement.  Generally, it’s better to send objects out of Hexagon not smoothed or subdivided if you have plans to adjust, paint or redo the UV later on.

Speaking of such, not particularly fond of the uv method in Hexagon or Carrara.  Use an external application for UV-ing your object.

Geek-At-Play Studios has many fine tutorials and the Hexagon forum is generally very helpful when it comes to solving a problem.

The second image is a quick play making a steampunk style bearing in Hexagon (using a sphere, cube and circle), then adding a metal shader in Carrara to check the design.

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copy_on_support.jpgsteampunk_bearing.jpg
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Posted: 30 November 2012 01:33 PM   [ Ignore ]   [ # 4 ]
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First tip for modeling in Hex - save early, save often:)  It is really great, but very intolerant of pilot error.

Next, don’t compare the two - some of the functions are similar, some are better in one than the other, but in general Hex has a lot more modeling functions because it is a specialist.

Third, Hex has a very good manual - the videos no longer work because Daz broke the link, but they were never much anyway.  As 3dage says, take a good look at the manual.  There are many tutorial links on the Hex site - look specifically for the introductory videos by CGDreams for the basics, then at the tons of excellent project videos at Geekatplay.

Fourth, pop into the Hex discussion forum - lots of very able, helpful folk there.

Enjoy:)

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Posted: 01 December 2012 04:12 PM   [ Ignore ]   [ # 5 ]
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Im no modeller but

Try the replicator in the vertex room - it may help you do what you want ?

Exploring Carraras capabilities might be quicker than learning another program

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http://bond3d.wix.com/carrarators#!home/mainPage

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Posted: 01 December 2012 05:06 PM   [ Ignore ]   [ # 6 ]
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I haven’t done a lot of modeling in either unfortunatly for your question. 

There are the geek at play tutorials http://www.geekatplay.com/hexagontutorials/index0.php (and they have their intro hex http://www.geekatplay.com/hexagontutorials/begining.php )

Also if you download the manual and I think you can download the videos that embedded in the manual. But it has a been a while.

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Posted: 02 December 2012 07:24 PM   [ Ignore ]   [ # 7 ]
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Read the manual for 2 reasons:
1. find out what Hex can do that C cannot
2. learn the sequence for commands (not as obvious or intuitive or consistent as you might think); wrong sequence = does not work and may crash

Go slow and deliberate, Hex will get lost if you stack too many commands in a row, wait for Hex to respond before moving on

Practice on a separate file to learn one new thing at a time. Amazing, do it once successfully and you are usually go to go for real

Learn to recognize tri’s, quads, and n-gons. Often you want only quads as they work using smoothing tools, tri’s & n-gons may not. Export to another program with n-gons and trouble often follows you.

Constructions can be done many ways, consider the tools before you start making polys; have a plan/process to modelling

Learn about the lightning bolt button; when to leave it alone and when to use it (dynamic geometry on/off)

Keep everything simple/few polys until you are near done, then smooth…do trial smoothing as you proceed to see temp results, then undo smoothing until near done…overloading with large model complexities (too many facets) leads to Hex trouble.

Be watchful of what view you are using as tool results (such as bending) depend on camera view you are using (seems odd but that is the way Hex works)

Experiment and play.

Doug.S

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Posted: 03 December 2012 10:20 AM   [ Ignore ]   [ # 8 ]
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Hi 8068 smile

For precision, Carrara has two options,.

The working Grid, which can be resized to suit the model you want to build, and also has a “Snap To Grid” option.

There are also X,Y,Z coordinates for any object,. edge,.face or vertex you select,.. on the right hand panel.

At any time,.. You can use the scale tool,. to scale the object, edge or polygons up or down equally, or stretch them


If you’re making hard body objects like metallic parts, then you can select the whole object by double clicking it, and then Crease all the edges

Hope it helps smile

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Posted: 03 December 2012 05:46 PM   [ Ignore ]   [ # 9 ]
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Hey everybody
Thanks for the tips, will explore.
3Dage I have been finding my Carrara vertex chops are getting better which does help.
Kinda excited about trying vertex modeling in the assembly room, ( now that I have 8pro) could come in handy.
8068

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Posted: 04 December 2012 06:37 AM   [ Ignore ]   [ # 10 ]
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If you can get a copy of the Carrara 5 Pro Handbook, by Mike de la Flor it has 2 Hexagon modeling projects in it and goes into detail about using Hexagon in conjunction with Carrara.  One of the items you model with Hexagon you then bring into Carrra to texture in another chapter..  If you buy a copy of the book make sure it has the disk the goes with it since the chapter project files, and other resources are on it..  Some of the used copies on Amazon I noticed don’t have the disk.

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Posted: 04 December 2012 09:20 AM   [ Ignore ]   [ # 11 ]
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Thanks Jay I’ll take a look for it.
8068

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