yep...agree with many things, but I would like to add some stuff here, gonna try to be brief, this time ;)
Yep, no real grid snap in Wings. But you can use the ctrl (control) key in many operations, ie, free vertex moves, and seems it snaps to certain amount. I have never used it, as in wings the workflows are quite different....
And yep, maybe is not specially ideal for levels. Though, you can do the stuff. Mainly, if you master it, at the end, is so versatil there's allways a path.But often is slower in workflow than a vertex based or spline based modeller, maybe much suited to it.
Specially, if need walls of extruded edges and not solid walls, then workarounds are needed, like using the hole material (deletes all what is applied with it, in OBJ export)
I'd advice the most advanced tuts page I know :
http://www.geocities.com/paulthepuzzles/aardvarks.htmlbut even in that page, there's a section called "baby tuts".Go there first.
BTW, there's allways a requirement of make ur brains work...when I started at 3d , long ago, I also searched for tuts that solved it. I decided to just use my own brain to deduce things, and usually now I rarely use a tut or doc. Most uis will become similar after using many.
For level designing, and objects point to point modellers there's my other free tool, my other fav one, a japanesse one (actually this is shareware,Evak, Wings totally free, BSD open source, the most free license I know) .Been largely used by japanese cg indies, in Japan, and flight simulator modders...but not much of the general 3d world know it...well. It has grid, grid configuring, snap to grid (yes! ;) ) , edge extrude (pull), it has shortcuts (fixed, not configurable like wings) , vertex point modeller, you can just go filling your model point to point... you can trace a shape over the wall, and then delete the inside faces, extrude to the interior and delete the bottom faces, etc, etc, etc.
I even use it sometimes for retouch vertex based stuff of my organic models made in wings. Like a cloth that needs to be single walled...I can do with hole material, but sometimes you prefer the standard way of doing things.
In both wings and metasequoia you can just load a reference image and trace over the image blueprint your several views. I have done it professionally in a game job, modelled loads of real life objects and quite accurately with wings, but I admit it needs quite a huge knowledge of wings to it in a comfortable way, and still there are limits.
That's why sometimes I just use Hamapatch (splines modeller that can make peaks (ie: vertex modeller) and export OBJ files) , or Metasequoia if I think i'll go quicker so. And often finally integrate in Wings (but open objects or isolate vertices or deleted faces, inverted ones, mess obj import in wings. That's all related to winged edge internal 3d structure in wings. Winged edge. It need all to be a solid. Anyway, all can be worked out.)
Metasequoia...I was doing stuff at th every first quarter of an our...same with Wings, but to be true, I was quite experienced in 3d when I arrived at Wings.
Only thing is license. Some very few ppl(very few users of the tool) say that well, as it is impossible to buy outside of Japan, and that is since long time...and as the shareware mqo files can be opened in Ultimate Unwrap (so much I recommend UU...) seamlessly....They use the shareware (well I have done also) as it's just a bit more advanced, and no legal stuff said about it. It's only said of the LE version which can be only used for non comercial. But I read no word bout the shareware one. The LE provides formats export: x, cob, dxf...enough to do the deal for those not having Ultimate Unwrap.
The shading is way better and more accurate for modelling than in Wings and Milkshape. Very good specially in organic. But WIngs has way better virtual mirror for characters than metasequoia, while Meta's magnet is better...and so on. At the end, I use them both, though my latest projects are totally done in wings and mapped in UU.
Metasequoia is very easy.Remember to set it up as Advanced, as basic mode is very reduced, and you wont have any advantage, just some important commands not shown.
Using only wings if you're an advanced user, is enough.If you're new to all this, I'd advice install both, it's few megs both ,and can be loaded at same time (these are not the resource hungry huge packages in comercial levels) and see what you prefer.
But yep, for levels maybe better Metasequoia. I like it a lot too. If it's been used for accurate airplanes modelling as well as japanese cg and game characters, heh, must be good... ;)
If you have Ultimate Unwrap (strongly adviced) then download shareware 2.33
if not, LE version is the same, only important miss is 4 viewport, but i tend to prefer one view full screen viewport, I work with keys in every package...F1 , F3, F2 , etc, give me main views, v is vertex/face/edge move...b is magnet, etc, etc....as a curious thing, you can handle the light interactively during modelling, in organic this is sweet...sumed to the good (directx, opengl in this is not so good) shading, allows much more accurateness, checked in a ut mod, I could see subtle deficiencies in a human face that were not spoted in Milkshape of the other mates.
no more chat, I'll put you the links (and I was gonna be brief...XD )
Sorry, no tuts links, I learned without them and there's nothing translated to english, not even english help file, status bar messages are in japanese characters (but all menu comands, all the handling is in english don't worry..:) )
Metasequoia
http://www21.ocn.ne.jp/~mizno/main_e.htmlwings3d:
www.wings3d.com
go to its oficial forums, user manual and interface and usage sections, highly recommended, and mostly the link I did put u at the start of the post:
http://www.geocities.com/paulthepuzzles/aardvarks.htmlYou'll see how this wings genious has found a workaorund for every crazy modelling task.
Oh, one of the workarounds for level stuff is import ai paths, and extrude, etc.
BTW, I'd advice fo rlevels have a quite and deep glance at metasequoia.
If I were rich or have an stable job (that's my concept of being rich) I'd mount a HUGE site of tutorials for dozens of tools I have got till the latest depth. I know I would benefit loads of people , but...that will have to wait some time more...humpf.... :(
edit:
heh, there are tuts! way more than when I started...
Remeber anyway, I could learn it without them, so it's not complex (with Blender I needed soem doc)
Anyway, it's like with any package, the real advantages do not come from a tut, but from extensive use during months, years.
I dunno if they're any good, surely they'll put u totally on track... :)
http://www.angelfire.com/la/bryde/metasequoia.htmlThis next one I found pretty after I have handled it all..grr...a bit late was for me, but is good.
http://rcp.web.infoseek.co.jp/Rc_hp2/fms/Metasequoia_e.htmhttp://trlibrary.tripod.com/id49.htmhttp://www.rc-sim.de/art_engine/article.php?article=144http://www.spies.com/~palevich/3d/metasequoia/english/left.htmMetasequoia, like wings, are packages speciallized very well in modelling. A lot of depth. The 50% of people that aproach to it never reach to know it. Imo there's needed a bit of time of patience. Not even an small portion of the needed with Blender. ANyway, Blender also animates, render, and now export to x v8...so, quite good for the very patient or 3d experienced. I don't recommend it though for other than experienced ppl or the ones wanting to dedicate a very important portion of your time to learn it.
Ther you go, quite a load of info. I seem to not be able to write short of certain stuff... :D :D
EDIT: oops, missing a very good and extensive meta tut's links hub :
http://kimagure-hikoki.hp.infoseek.co.jp/index_e.html