While working on the new editor and trying out it's workflow, I've run into a bit of a problem. Think about this:
1) Make a new portal
2) The portal is one big cube
3) Now I want to make a door
Now I'm stuck. Since this isn't segments, I need a way to "split" the cube or "punch a hole" in it to start making my door. I know some general concepts, but what would you guys -- as model makers -- expect?
I get so far then run into yet but another road block to slow me down

Modeling can be quite complicated!
[>] Brian
Cube needs to be scalable in all directions as well as skewable and set curves take effect when you skew, or depending on the type it just cuts off a corner, etc. Punching holes could be as simple as an inset or intrude function? Also with this it would be nice to have a function that can connect faces that have nothing else in between them. For instance, a cube with intruded faces on opposite sides. If you connected the two opposite faces that were intruded, it would make a hole from one to the other. Like deleting the faces then connecting the vertices through the object in wings, only automated.
Punch would be great as well. A modifier key should be available to keep the object that you're using to punch the other object with. i.e. cmd-p is punch and delete punching object, option-cmd-p would be punch and keep punching and punched object.
Also adding vertices to edges should remain and it would triangulate (invisibly) to accommodate. The reason I wouldn't want the triangulation to be visible is because if I wanted to add another vertex on a parallel edge, I would want a line to be drawn connecting them and that the only line to be drawn. It should increase display speed with less visible polys, right? Just thinking of manipulation methods out loud...
A join function would be great, to weld together touching or very close faces of two selected objects. Each time you hit 'join' (or 'weld') it would find two intersecting sections and make them into one object. Please no error popup if it can't find anything to weld together. Would just be annoying. No bleeps or alerts either.
Also subdivide full object should be a function in there. Maybe subdivide selected faces/edges too? If, for instance, cmd-s was subdivide (of course, that's save), then option-cmd-s should pop up a dialogue that allows the user to input the subdivision steps.
To sum it up:
Creating doors with these functions could be a simple matter of placing cubes for the frame in the shape you want and welding them together, then putting a cube in the middle (transformed to fit) as the actual door.
Second option would be to punch out the frame and keep/delete the object you just punched into it.
Third and final that I can think of is the intrude to make the border, and connect the two faces, creating the gap.
That help, Brian? Keeping so many possibilities allows users to use the way which works best for them. Event though a vast amount of functions can be confusing at first, once someone finds the way that is easiest for them, they can stick to it and find other uses for the other functions.
As you make the portal, a window should come up showing options for what shape of door, and where to put it on the shape. I'd say rectangele, and rounded door, and window for shapes.
Umm, writetyper, seriously a door is just an example. It shouldn't be automatic.
@Brian,
As teh1ghool said, subdivide and punch tools would be useful, but also loop cuts. (loop cuts as in you can creat an edge loop through the selected mesh)
If you don't know what I mean/how it should work d-load blender, go to the cube and it hit ctrl r then move your mouse over the cube and see what happens.
*Chuckle*
teh1ghool Wrote:...punch the other object with. i.e. cmd-p is punch and delete punching object, option-cmd-p would be punch and keep punching and punched object.
Confusing... :D
teh1ghool's got it right. I think it would work great that way.
Writetyper, Nuh uh. I don't think thats a good idea, shouldn't be automatic.
Edit: Help me understand this please, would this be like the Quake III map creator? I used that a little and it was pretty cool.
Thanks.
Wow! Great info teh1ghool. That just about sums up what I want, Brian I think he has it right. A subdivision system is really good.
I'd love to have a cut tool like in C4D, to cut faces/edges freely.

Kyle Mist Wrote:Edit: Help me understand this please, would this be like the Quake III map creator? I used that a little and it was pretty cool.
Thanks.
It would not. q3 editor (radiant) uses 'brushes'. They could be pretty similar, but q3 editor isn't quite as flexible. Everything is a bit more complex to manipulate.
Brian, the q3 'brushes' have invisible faces on the inside. Even though they are cubes, the insides of each face are not drawn. Could you make sure this is done please? i believe it would be faster. Also allows for invisible textures to be put on, say, 5 of the 6 faces of a wall and it can be seen through on one side and not on the other. Would be awesome. Also would increase speed to not draw both sides, right?
Yes, only drawing one side of the face would a few problems:
speed, would be faster
editing, ALOT easier to edit when you can look THROUGH the ceiling, or through the wall, that way you don't have to have some complicated option to hide selected faces to edit from above, the ceiling just doesn't show
Make sure if you only draw one side of the face, to have an option in the editor to draw it anyway (for editing purposes.
Quake uses (to the best of what I can read on the series of tubes

) -- a brush system, i.e., adding "things". UT supposes uses the same thing but in the opposite (subtracting things.)
dim3 is now, like a lot of systems, a open-ended mesh system, so you can draw anything. Want a cube with no side? Delete the face.
[>] Brian