| Into
a tight niche market Eovia is wedging another polygon modeler
into the mix. With so many modelers out there from SILO to
Modo to hybrid systems like Cinema4D or Lightwave 3D how does
Hexagon fit in?
Eovia
has quite a history in modeling from its Amapi days. As of
late Amapi is more known for its NURBS capabilities with the
introduction of the features in version 6 and now a complete
NURBS toolset with version 7 Pro. Prior to version 6 Amapi
was a polygon modeler. Now it would appear that Amapi is more
geared towards refined surface modeling for product design
but some of its core has been inherited into Hexagon.
So,
simply this is where Hexagon will shine amongst the fray of
other modelers. Not only has Hexagon offered a good set of
polygon modeling tools but it also has the capability to utilize
surfaces and b-spline or bezier curves. In addition you have
the option to utilize Hexagon's 'Dynamic Geometry' which will
be talked about later.
Hexagon's
interface is pretty straight forward. Most of the available
commands are given within the top icon toolbars with tabs
to seperate discreet tools. The bottom dock controls the model
and interface visual adjustments. While you can't drag and
drop your toolbars around the interface, Hexagon does offer
a way to utilize the 'custom' tab to store your selected tool
icons. For future versions I would like to see the interface
adopt a more modern approach to object oriented tool bars
so you could create the interface to your desire.

default
interface of the current version 1.21
minimized
interface
To
help visualize your model, Hexagon does have a good array
of light maps to give you feedback on your model. Besides
the basic wireframe, shaded-wireframe and cel-shaded styles
Hexagon offers some advanced lightmaps like chrome and zebra-striping
so you can gauge your model's reflective properties.
As
for the polygonal modeling tools you will find that most of
what you need are there. From the get-go Hexagon is a SDS
modeler. The idea is to start out with a primitive and go
off modeling or if you're an edge modeler you'll be right
at home. While we're on the subject of SDS, Hexagon supports
the following smoothing algorithms:
Catmull-Clark
Doo-Sabin
Bezier
Interpolation
Loop
Subdivision
Butterfly
Subdivision
For each of these smoothing algorithms you can define the
range (number of subdivisions) and other settings. To freeze
the settings you simply 'collapse' the dynamic shape.
Once you get modeling you will find that some tools have been
optimized for workflow. For example, the extrude surface tool
will allow you to keep clicking and dragging to perform multiple
'bevels' before you drop the tool. However, you fill find
that this sort of workflow does not apply to all tools and
I would like to see this updated. Another cool tip is on an
open edge or edge loop is to hold the 'ctrl' key and drag
the manipulator to do an edge extend which saves time clicking
the 'fast extrude' button for every extend.
To assist you with view and tool manipulation orientation
Hexagon allows you to define your working plane based on an
geometry selection (polygon, edge, vertex) and will either
orient the grid to the selection or orient the model to the
selection. Then, with a click of a button you can reset the
working plane. When modeling and especially tweaking you are
constantly rotating the model to create or tweak geometry.
When you are creating geometry Hexagon is aware of how close
you are to either of the tertiary planes and will create geometry
to the closest one it can snap to. However to manipulate geometry
from your perspective you simply need to apply the 'work in
camera plane' function; you can then spin the model to orient
the manipulator widget and tweak upon your view plane.
Hexagon runs the gamut of tools from target welding to beveling
and bridge type tools. You will be hard pressed to find a
geometry creation tool that doesn't exist in Hexagon and yet
it is all packaged in a clean interface. However for you organic
polygon modelers Hexagon does fall short in a few areas.
For one, there is no 'seam preservation' type tool. While
Hexagon does have a symmetry tool, it does not 'lock' the
seam as you would think it should so that you cannot model
across the seam. For example you could not do a group-type
bevel across the seam.
Second, there is no spin-quad or spin-edge type tool. Now
this will be an issue mostly for box modelers. Hexagon is
quite geared towards edge modeling, so if you prefer this
type of modeling the lack of such a tool may not be a big
deal.
Thirdly, Hexagon is not a UV or texturing tool. While there
is the ability to assign materials you don't have a huge subset
of tools. One could argue, however, that Hexagon is more for
modeling and it is relying on your rendering application to
sort UV's.
Hexagon
has good selection tools wherein you can select by rectangle,
loop, ring or even between selection (you designate a from-to
selection. In addition it is easy to convert selections to
other types like polygons to points or points to edges. Hexagon
makes it easy to switch between rectangle and lasso type selection
as well as dropping a selection.
I want to cover an extremely cool area of Hexagon with its
surfacing and dynamic geometry functions. Hexagon has an object
history of sorts that allows you to tweak shapes after a modeling
function. I will show two examples, and a video link is provided.
First up is the boolean function. Haven't you tried doing
a boolean cut and thought “I wished I'd had that cut
somewhere else”? In other applications you'd have to
undo the operation and redo it. In Hexagon, if you have Dynamic
Geometry on, you simply selected the object and drag it and
Hexagon dynamically updates the boolean.
Video
1: Boolean Dynamic Geometry
Hexagon
Geometry File
Next up is for you surface junkies. Imagine being able to
use curves to generate a sweep or a fancy surface and being
able to then tweak the shape dynamically. Piqued your interest?
Watch the video.
Video
2: Surface Dynamic Geometry
Hexagon
Geometry File
Image
taken from `Neird – Thomas Roussel`
I
want to conclude saying that for a version 1.x application
Hexagon has come out with guns blazing. You're gonna find
a good toolset that you can model anything you've done in
your application now albeit with a few oddities and name differences
with tools. Hexagon is very stable and has a very good capability
in dealing with large meshes. In addition I found Hexagon
to be stable, wherein I could model for hours and not have
a crash. Although I did happen about an internal error, I
was able to continue working so it would appear that Hexagon
also has an intelligent crash recovery/prevention mechanism.
For
those of you looking for a subdivision polygon modeler with
a no-nonsense interface and advanced surfacing functions you
are going to be hard pressed finding anything else that can
compare. I'm sure with version 2.x we will see some of the
issues I have raised addressed.
Eovia
has a good contributing community at www.eovia3d.net where
you can find tutorials and posts by other users.
Jason
Clark February 2006
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