View Full Version : Complex Organic Modeling: Polys, Subd, or Nurbs
Tocpe 01-14-2004, 09:30 PM If you were going to model a highly complex organic subject like a human head (including all it's parts: ears, teeth, gums, tongue etc), what modeling method would you use and why?
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Sentenza
01-16-2004, 05:36 AM
I'll choose Polys ... they are easy to handle and very intuitive (for me) Ok, at the end I could switch to subD's, maybe ... but I think it is not a good idea to model with subD's because they could really slow the interactivity of your system down.
And Nurbs ... Hhm ... there is an easy answer why I do not choose them. I think there are sometimes a lot too tricky to handle when it comes to the so called "hard/tricky" parts of a mesh and I'am surley not the "NurbsMan" ... never really liked them. But first thats just me, i guess.
So ... to repeat myself ... I choose Polys all the way !
Laa-Yosh
01-16-2004, 11:19 AM
Just take a look at the current speed modeling session. I'd love to see if anyone can build a NURBS patch head in 3 hours at all, not to mention the quality of the guys' work there.
Or compare the wires of the NURBS Gollum:
http://mag.awn.com/issue8.10/8.10images/gollum05_gollum_oldFaceMode.jpg
and the subdiv Gollum:
http://mag.awn.com/issue8.10/8.10images/gollum04_gollum_newFaceMode.jpg
Notice how the second is a lot more cleaner, how the edges follow the forms and motion flows of the surface. The poly/subdiv approach is obviously more flexible, faster, and IMHO better.
Tocpe
01-16-2004, 12:43 PM
oh yeah, the subdiv Gollum is much cleaner. One thing I think I noticed reading through the group here is that most people tend to stay away from Nurbs. Too much trouble unless you've started with them as your first modeling technique.
Subd's also don't appear to be quite mature enough in most 3d packages. The tools and render speeds could use a little more work.
Is that a fair summary? :)
Kahenraz
01-19-2004, 06:43 PM
I would definately recommend learning how to model with quads and how to work with edge loops. It's done wonders for me.
Tocpe
01-19-2004, 06:55 PM
Yeah I've been working with quads as much as possible. It makes for a much nicer looking mesh. :) I've been studying edgeloops, but they don't really apply to the particular subject I'm working on right now (no animation). Any links on good edgeloop theory you'd like to share. (Besides those I can find w/ a search here? :))
geoMan
01-20-2004, 09:18 AM
can i have some more wireframes of gollum....
and can someone tell me about Bay raitts edgeloops.....i've heard that its good for easily creating wrinkles and details!
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