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EIAS comes of age
ELECTRIC IMAGE IS ONE of the oldest companies in the 3D arena. It was formed in 1987 as an effects studio, but soon got into the software business and released the Electric Image Animation System (EIAS) for the Mac almost a decade ago. That software was the de facto Mac standard for many years, but development slowed after Electric Image merged with Play a while back. Recently, Electric Image was repurchased and is now once again an independent company. And, it has finally released a long-awaited update to EIAS: EI Universe.
EIAS was originally an animation and rendering package. The new EI Universe adds a full-featured modeler that is implemented as a separate application called Universe Modeler. The modeler is unique in that it is a hybrid solid/surface package; it includes a full-featured NURBS surface modeler as well as a polygonal modeler with subdivision surfaces that EI dubs UberNURBS.
The modeler is well organized, and, with its left-hand toolbar, reminds me a little of Alias|Wavefront's PowerAnimator. The software opens with a standard four-viewport arrangement. Each viewport, however, is an independent window, which you can resize and reposition to your heart's content.
The NURBS modeler is robust, and offers the necessary tools for creating primitives, skinning curves, editing surfaces, and so on. Some of the more advanced features in the modeler include the ability to do NURBS blends, as well as some useful surface continuity tools to help keep your NURBS models together. You also can import and export NURBS to other packages. In fact, I'm considering using EI Universe as my main NURBS modeler.
The polygonal modeler is also full featured, and I found it easy to use. The polygonal modeler is built around subdivision surfaces, and includes a number of advanced features, such as the ability to create and manage edge loops with a few mouse clicks. Most packages simply ignore the concept of loops, but they come in handy for creating complex shapes quickly. This is one of the better polygonal modelers I've used.
The big bonus of the modeler in EI Universe is the integration between its surface modeling and solid modeling tools. For example, you can convert a polygonal mesh surface into an ACIS solid. This allows you to perform high-quality Boolean models with beveled edges. One nice solids-based tool in the modeler is the knife, which allows you to cut and carve objects as though they're made of putty, ...