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Posts posted by FZnoob

  1. I've used a variety of 3D packages over the years. The majority of what I do is concept work. and I primarily use sub-d for product modeling.

    For me, C4D is the best at this. It's fast, clean, and has a lot of options that FZ lacks.

    But with that being said, I do find work-arounds for most of FZ's shortcomings, and I can get some pretty decent results.


  2. I guess this explains why I never seem to be able to get this to work. All I ever get are cell phone pics of store interiors.

    I have had better luck just eyeballing it. What I am doing is pretty simple to what you all are though.

  3. I have had problems with rounding and crashing going all the way back to the original V7.

    Even something as simple as rounding a cube, or controlled rounding of a single edge.

    This has been across several new iMacs and flavors of the Mac OS.

    I will say that in my case it usually doesn't crash several times in a row. Usually only once.

    The one thing I have learned is always "save" before attempting any type of rounding.



  4. 16 minutes ago, SJD said:

    cheers Ken

    the edge hardness is retained if I apply it to the whole object but not if I apply it to a certain face or edge only - not sure why but it's frustrating

    yes, I try to work up the underlying poly model first but options seem so much more limited than say C4D. That's why I wondered if FZ's way is to use the SDS tools instead. Only problem I find with using the SDS tools at the moment is the mess it creates of the poly model underneath. From what I understand, a nice flowing quad mesh is essential for good results. I know I'm a complete noob at this but FZ's approach seems completely at odds with the rest of the sub d modellers and ultimately looks limited because of it

    Yes a quad mesh is preferable. I actually had this discussion with a FZ Mod at one point. One of their tuts shows an area divided into triangles.

    That's always a no-no in my book because triangles can't be further subdivided. You essentially paint yourself into a corner.

    FZ tut.png

  5. 1 hour ago, SJD said:

    re: swap tool

    if I'm working on a shape and have refined certain edges and faces using the hardness tool and then use the swap tool to check the poly shape underneath, I find all the changes have been reset when I switch back - is this correct behaviour? 

    That doesn't happen to me. The "edge hardness" is retained even after swapping back and forth.

    One thing that DOES occur is if you apply mapping to a face in sub-d, the mapping is lost when you swap it back to a poly

    Screen Shot 2020-06-09 at 8.22.07 AM.jpg

  6. 2 hours ago, SJD said:

    Hi all

    I've been working with the SDS for a few hours now - is it better to work with a basic blocked out polygon form and then refine in the Sub D mode using the Sub D tools? It kinda feels that way.

    If it is then it would seem to be the opposite approach to much of what I've seen and read elsewhere which is to model almost exclusively in poly mode to get an accurate form and then apply the smoothing (checking as you go). Whilst this might seem more time consuming it does yield far more control over the results. 

    Yes, I switch back and for between the sub-d mode and swap.

    In addition to using the sub-d "controls" you can also select points directly on the geometry using the"pick tool" set to point mode.

    I really don't care for the sub-d controls. Feels sort of like a puppet on a string but I have gotten used to it.

    Screen Shot 2020-06-09 at 8.14.56 AM.png

  7. 5 minutes ago, SJD said:

    thank you both, these are really useful 😎

    as mentioned, I'm a complete novice at more complex aspects of 3D modelling.

    would it be fair to say that there are 2 approaches to this - NURBS or subdivision/polygon modelling?

    I'm having some success at using NURBS thanks to Des's help and I'm beginning to get a deeper understanding of what they are and what can be achieved in FormZ. Subdivisions are proving to be more problematic. I can see how they are totally dependent on the quality of the quad mesh that is being used. I've also been trying out Sub D in a Cinema 4D demo which seems to give you far more control over the construction of meshes and the ability to create complex forms.

    Whilst the Sub D tools are powerful in FZ and are great for quickly blocking out basic forms I'm struggling to see how they could be used on more complex shapes (although I can see that converting the forms to NURBS for further work could be very useful). I'm not knocking FormZ, just trying to establish where it's strengths and limitations lie as with all software.

    C4D is my all time favorite 3D software! I used it for quite a number of years. I would still be doing so, but my current employer uses FZ, so I just learned to love it.

    Matter of fact I have sort of become the main  "instructor" at the Enterprise level. Which I would not have thought could ever happen as I absolutely hated FZ the first few months I used it.

  8. 38 minutes ago, ¢hris £und said:


    What is your name?   Nice work!

    Here is the updated bottle, where the poly flow is corrected.  My first attempt, I made it harder than it should have been.

    I will make a tutorial.  My audio capture sucks on my computer, so I ordered a podcasting Mic.  I should have it tomorrow.

    New Bottle.Copy2.fmz


    Ken here bro. I am technically a graphics guy, but 3D modeling has been part of my skillset since about 1998

  9. I did this Coke bottle with sub-d as a bit of a personal challenge. It's a 20 oz plastic bottle, and is a little different that the glass one.

    The real kicker was the bottom. Took me a little while to figure it out


    coke bottle study.jpg

  10. When I have the issue you are describing (when ALL the missing textures are in the same folder, and formZ finds, oh, the first 3)

    I find that going to the "project info" tab and then "linked files" usually works.

    I just had a project where FZ was finding all but 5 files, even though they were all in the same directory.

    When I went to "linked files" folder and relinked the first file, it found the other 4 by itself.

    project info.jpg

  11. I had a few minutes to test this and it works. The only issue I am having is I can't see the map on the object until I render it. 

    I tried using the "drag and drop"  as well as the "paintbucket" methods of applying the map to a surface while holding down the command key

    See screenshot. Is there a workaround for this, or am I just doing something wrong?2066323066_ScreenShot2019-11-01at8_12_17AM.thumb.png.7cad047294f147ad1da96ff8b081279d.png


  12. This is exactly why I don't like the idea of having to buy additional software. You never know when it might be dropped.

    I used C4D for over 10 years. It came with a very good rendering engine and I never needed to buy or upgrade anything outside.

    Yes, there were other renders available (including Maxwell) but for my day to day needs the bundled renderer was excellent.


  13. I have always wanted a 3D program that would be able to import the maps with the name I already assigned them in Photoshop.

    This would be a real time saver when I have an object with multiple maps.

    For example a carton with; DCD1234 Drill front, DCD1234 Drill back, DCD1234 Drill top, DCD1234 Drill bottom, DCD1234 Drill left side, DCD1234 Drill right side

    Right now I tend to use copy and paste but having the maps come in already named would be terrific.

  14. On 8/30/2019 at 5:31 PM, allanjl said:

    Please, please, have this version be stable with components! Looking forward to trying it.

    I hope they scrap the whole "component" thing and replace it with something better.

    It has been a problem for me since day 1. 

  15. Texture map update bug has been going on since V7. I generally have to close the app to get it resolved.

    Also, sometimes maps on an object won't show in the preview mode but render normally.

    I guess I have just gotten used to it.