Path: utzoo!utgpu!watmath!att!tut.cis.ohio-state.edu!ucbvax!decwrl!sun-barr!oliveb!amiga!cbmvax!jesup
From: jesup@cbmvax.UUCP (Randell Jesup)
Newsgroups: comp.sys.amiga
Subject: Re: 3D Applications
Message-ID: <7601@cbmvax.UUCP>
Date: 10 Aug 89 00:29:18 GMT
References: <4288@amiga.UUCP> <13042@well.UUCP>
Reply-To: jesup@cbmvax.UUCP (Randell Jesup)
Organization: Commodore Technology, West Chester, PA
Lines: 20

In article <13042@well.UUCP> shf@well.UUCP (Stuart H. Ferguson) writes:
>| Application 1: Low-end architectural walk-throughs.
...
>A weekend might be pushing it a bit.  First of all, making models is a time
>consuming process no matter how you go about it.  Blueprints help, but the
>layout could easily take a day or more.  And how much detail do you want?
>Getting the rough shape right might only take a few hours, but getting enough 
>detail to make it look good could take much longer.  In general, detail
>is what takes the most time when modeling, and is what makes the most
>difference to how good something looks when rendered.

	This might be a good place to use Caligari (though it might be a bit
expensive).  Solid-modeling with shading (if I remember correctly), not
ray-traced - but for this application ray-tracing isn't very important.  It's
easy to design objects quickly in Caligari, from what I've seen.

-- 
Randell Jesup, Keeper of AmigaDos, Commodore Engineering.
{uunet|rutgers}!cbmvax!jesup, jesup@cbmvax.cbm.commodore.com  BIX: rjesup  
Common phrase heard at Amiga Devcon '89: "It's in there!"