Hexagon 2.5 requirements question

I'm looking at Hexagon 2.5 as it's on sale mainly for the bridge to DS, but the posted system requirements seem out of date.  So I wonder if anyone can tell me from personal experience whether it will run on Windows 8.1 i.e. 64-bit, since the sys reqs say Win 2000/XP, which suggests 32-bit.

Also the reqs recommend 1GB of RAM which seems high - is it the resource hog this suggests?

And finally, 500GB of disk space seems excessive compared to Blender which takes up only 300MB - what am I getting for that extra space used, as compared to Blender it clearly isn't features, and usability shouldn't take up that much space surely?

Comments

  • JimmyC_2009JimmyC_2009 Posts: 8,891

    Hexagon is 32 bit software, but will run on a 64 bit system (of course).

    I don;t see why you would need 16 GB of RAM, since Hexagon is a modelling package, and does not have a render engine as such (just ambient occlusion), I used to use it with 8GB of RAM a few years ago with no problems on Win 7.

    My copy of Hex in Program Files (x86) takes up about 125 MB, but you would require more space on your disk of course.

    Hexagon can be problematic on some systems, but it should function well on Win 8, the bridge to DS is excellent for creating morphs etcc.

  • kaotkblisskaotkbliss Posts: 2,914

    I used it today to create a new wall section for urban future 1. I needed a crunched in, hole in the wall and actually had less issues with Win 10 than I had with win 7 (both 64 bit) and I never had many issues with win 7 :)

  • Thanks for the inputs.  I've checked out a couple of introductory videos, which suggest to me the Hex user interface is not particularly well designed - looks as if, like Topsy, it just grew.  I have also noticed that there is a lack of good (complete, comprehensive, up to date) written docs (bit of pattern emerging there with Daz products, sadly).  So, since I was considering it mainly because of the bridge to DS, I will probably stick to Blender rather than investing time and money into learning another modelling application.  At least Blender has tons of online docs, and there is usually something decent on any topic that comes up.  I'll just have to try to work out the issues I sometimes have moving stuff between DS and Blender and vice versa.  Now if Hex was free, the calculation might be different...

  • kaotkblisskaotkbliss Posts: 2,914

    For me, Hex was cheap and it is super simple to learn to use, not to mention the helpful Hexagon section in these forums, although it may a day or 2 for a response since that section isn't visited very often.

    I tried blender but just could not get used to the controls to even start learning it. 

  • patience55patience55 Posts: 7,006

    If planning to work with the G3 figures might wish to reconsider and get Hexagon. That bridge is priceless. It gets the figure out of D/S in such a fashion as it can later be brought back in to either morph or change uvmaps. Work done in either Hexagon, or exported from Hexagon, imported into "other", imported back into Hexagon and then shot back over the bridge to D/S. This works for example with Sculptris.

  • Well, I know Blender has a steep learning curve, but I've already made that time investment and climbed a reasonable way up the curve.  At this point it really is the bridge for the import/export that can be frustrating, more specifically importing back into DS and finding that DS for some reason doesn't 'like' what I've done in Blender e.g. I've modelled a morph, clearly moved some verts, yet DS either insists there are no deltas or that the geometries don't match, and refused to create the morph.  And then other times everything is hunky-dory, though my workflow is the same. 

    I think I would have to learn to model in Hexagon; the prospect of doing DS->Hex->Blender->Hex-DS only to for DS to do it's shakey-heady thing would be too frustrating to bear!  My head may also explode trying to hold the Blender interface paradigm and the significantly different Hex methods together in the same space.

  • kaotkblisskaotkbliss Posts: 2,914

    I don't see why you couldn't model in blender and export as .obj, open the obj in hex (make any edits that may be needed) and bridge to daz...

    Although I don't know if that will work for morphs or not.

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