Vandal
01-05-2004, 06:22 PM
Hey everyone, I'm just about to start modeling the character for my final 3rd year 3D animation peice. I only have one question.. giving the criteria this character needs, which should I use - Polys or NURBS?
This character is an old man, locked away in a prison. He will be very skinny, hunched over, winkly skin, some long scragly hair, wearing a loin cloth around his waist. Think of Gollum, but just in old man form.
I am proficient in modeling in both polygons and NURBS, yet I've never rigged a NURBS character, and worked with the stitching while animating. I would like to use NURBS so that I don't have to worry about the UV's mapping. I would enjoy just painting maps directly on the model. I don't know if that's posh posh, and not really done in the industry though. The other reason - Fur (for the hair) works much better with NURBS UV's than polygon UV's.
Questions I have:
Is it easy to keep the NURBS patches from splitting apart after I rig the character? I have heard something about applying the global stitch after the bones are done, and allow the history to update the stitching as the bones move, as I animate.
Is fur (either using Maya Fur, or Shave and a Hair Cut) really picky about the UV's and will a NURBS model make things much easier?
I know it will take me much longer to model the character in NURBS, but if it makes texturing and the hair a dream.. I will do it. If not, I will go polygons. I hope someone can help me out.
Thanks!
This character is an old man, locked away in a prison. He will be very skinny, hunched over, winkly skin, some long scragly hair, wearing a loin cloth around his waist. Think of Gollum, but just in old man form.
I am proficient in modeling in both polygons and NURBS, yet I've never rigged a NURBS character, and worked with the stitching while animating. I would like to use NURBS so that I don't have to worry about the UV's mapping. I would enjoy just painting maps directly on the model. I don't know if that's posh posh, and not really done in the industry though. The other reason - Fur (for the hair) works much better with NURBS UV's than polygon UV's.
Questions I have:
Is it easy to keep the NURBS patches from splitting apart after I rig the character? I have heard something about applying the global stitch after the bones are done, and allow the history to update the stitching as the bones move, as I animate.
Is fur (either using Maya Fur, or Shave and a Hair Cut) really picky about the UV's and will a NURBS model make things much easier?
I know it will take me much longer to model the character in NURBS, but if it makes texturing and the hair a dream.. I will do it. If not, I will go polygons. I hope someone can help me out.
Thanks!
