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!"