2D art is
an additive process. You start with a blank canvas and add strokes.
It's the same in Amorphium Pro, only you're doing it in three
dimensions. For the face example above, you might start with
a sphere, then use your mouse (or pressure tablet) to build
up the object in some areas, reduce it in others, until you
arrive at your desired shape. Your mouse or stylus becomes a
sort of sculpting device. You can go into "Wax" mode,
which allows you to "drip" geometry onto an object
or scrape it away. You might use different tools that allow
you to pinch or pull or poke the object to achieve your results.
Or you might work with "Biospheres," which are strange
objects like metaballs that sort of link themselves to one another
in a way that resembles skin stretching from one object to the
next.

Model
in progress. Here you see a quad view of an unfinished model
sculpted
from the sphere above. Essentially, it was a process of simply
pushing and pulling
the sphere in the right places to make the face emerge. The
hair was created
in three simple steps. First, I masked out the head except for
a line on top.
Then I used the "Spikes" effect to pull spikes out,
and the "Bend"
effect to stretch them into the shape you see.
You can
work just as you would if you were sculpting clay, or you can
turn on one of the many symmetry modes to save you a little
time and ensure that eyes and ears are symmetrical, if that's
what you want.
In addition
to organic models, you have an equal amount of control over
text. This mean you can not only make some 3D text that rotates,
but you can also paint it, deform it, add spikes and noise,
texture it and otherwise tweak it and animate it. You can even
animate paint strokes over time.

Working
with text in Amorphium Pro is like working with any other
object: You can paint, mask, distort and otherwise tweak text
freely,
with each change keyframable for animation.
There's
one more particularly cool tool available in the Composition
mode. It's called Interactive Decimation and Interactive Quad.
You can simply click on an object to increase or decrease its
polygon count. Or, what's even more impressive, you can mask
off an area of an object and then just increase or decrease
the polygons of the unmasked areas. Amorphium Pro automatically
increases the polygons in that area and feathers out the polygon
count toward the masked areas to provide a smooth transition
from low polygons to high polygons.

Amorphium
Pro allows you to increase the polygon count of
unmasked areas of your object. Note the denser polygons around
the ears, nose and mouth, where more detail is needed.
You almost
have to see the modeling process in action to appreciate it.
We'll post some QuickTime demos in the near future to illustrate
the point. Until then, you'll just have to take my word for
it: This is so shockingly intuitive that you have to wonder
why all 3D modeling didn't start out this way. (You really should,
at the very least, download the demo to see how simple this
whole process is. You can get it from http://www.amorphium.com.)