View Full Version : Why even use Patches??
polygone 10-11-2002, 06:34 PM Is it an aquired taste, or something? It seems like any advantage that you would get from using this method over Polygons is nullified by the difficulty in manipulating the beziers in 3D space.
What kind of modeling project does Patches work best for?
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KiboOst
10-11-2002, 06:46 PM
I just think that if you like it, it is the better ,-) Personnaly I hate patch, but then, if you feel good with yur tool, then it is the one made for you, no ?
Kib
dvornik
10-11-2002, 06:51 PM
Patches require a more careful planning and more attention to edgeloops layout. In poly modelling you need considerable experience to organize your geometry in a way that makes sense. It's too easy to create messy geometry with polys.
snot_nose
10-12-2002, 03:02 PM
patches are better for organic modelling, and the beziers are very good esspecially if you want to make a face with facial expressions. I also think that if you have a patch object it takes less memory then a poly object of the same kind.
eliseu gouveia
10-13-2002, 12:53 AM
A patch-modelled face means that by tweaking a couple of bezier vertex´s handles, you can almost instantly create a smiling or frowning face.
Not bad for those nightmarish facial morph targets, eh? ;)
love polygon more
the editpoly in max5 is prefect..
:beer:
Iain McFadzen
10-14-2002, 09:34 AM
Patch modeling has had it's day IMO. Back in Max 2.5 and 3 it was the best way to model organic surfaces due to Edit Mesh having a pretty slow workflow when modeling with subdivision in mind. The introduction of Edit Poly really gave the advantage back to polys though, and since most of the new developments in Max seem to be centred on the poly modeling toolset I can't see that changing any time soon.
derelict
10-14-2002, 09:39 AM
I supposed with poly now the MAX in thing, patch is just another tool that will be hidden away in the dark corner, yes?
Iain McFadzen
10-14-2002, 10:08 AM
Well, there's nothing to stop you using patches or surface tools if that's how you want to model, but I can't see much development work being put into a tool set which most people agree has been superceded.
By the way I actually used to model exclusively with surface tools myself, but I never do now.
toonman
10-15-2002, 01:41 AM
Ehh.... allow me to disagree here... patches have a GREAT use... to me, it's one of the most elegan forms of modeling available... I do agree on the fact that max's approach towards patch modeling could be greatly improved, but believe me, patches are great. Rational and non-rational polinomial surfaces have great advantages over polys... they can support multiple levels of resolution, and can support tangential information per-patch. Polys don't have that (man, if the NURBS in max were like Rhinos... yeah, right.. and if my grandma had wheels...). Anyway, I like them for a lot of stuff, but yes, the workflow can be greatly improved.
And well... I think we've all seen that polys and subd's are the hot thing these days...
snot_nose
10-15-2002, 03:29 AM
Do you use the edit poly also in max 4? i tried to use them but it looked like a lot of functions didn't work. i think welding was one of them.
is it just me or it's max 4?
John-Stetzer
10-15-2002, 04:55 AM
One thing I find patches useful for (starting with Surface Tools, then going to patches) is for roughing out a volume prior to converting it to an Epoly object. Just tends to work better for me, gives me the right density in my mesh and the edges tend to flow a little better for me than if I'd started, say, from a box.
http://www.3dluvr.com/jstetzer/WIP/HeadSteps.jpg
Grosserfrosch
10-15-2002, 06:10 AM
I'm with Mr. Stetzer on this. I prefer to start with patches to get the general shape I want then I convert to editable poly and finish from there.
Iain McFadzen
10-15-2002, 07:26 AM
That's how I'd go if I was modeling a car, or something similar...except, errr....I never model cars :)
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