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View Full Version : What's the difference in nurbs modeling and the other ones?


Dominic123
10-27-2002, 10:49 PM
I am making a door with maya 4 personel learning edition. It's a tutorial that is included with the download. I want to know the difference in nurbs modeling and modeling with polygons and sub-division surfaces. I don't want to start learning to model with nurbs because it's not commonly used.

stunndman
10-28-2002, 12:01 AM
learn them all - only then you'll know the difference - go through all the tutorials - and come back when you are stuck

Six60Sicks
10-28-2002, 12:38 AM
A general description.... NURBS is most commonly found in film work because you can change the resolution if you need to get closer or farther away from the camera. NURBS also give you a much smoother surface but the CV's are off the surface wich many new modelers find to be a pain, even more if you started with polygons. Of course you can get smooth looking surfaces with polygons but then you have alot more geometry and cannot really change the resolution, you must use multiple models. I agree you should learn all of them... I find that I use all three quite often, atleast in the building process. Maya's conversion tools are getting quite good in my opinion, use that to your advantage.
PB

gmask
10-29-2002, 01:41 AM
YOu should definatley learn how to use Nurbs. They are really fast for creating organic models even if you are going to end up converting to polygons or sub-d's to finish the model.

They allow more flexibilty for editting until you start working with patch models and then nurbs do becomes seriously more difficult than the othe rmethods when it comes to twaeks.

Generally Nurb are considered superious to the othermethods because the can have a cointuous and inherit UV flow and mappings built in. This is good texturing but also again creates other issues when it comes to working with patch models.

When I say patch I do mean nurbs but saying nurbs doe snot imply a patch model. A patch model generally has no intersecting surfacs and is made of often hundreds of little patches. Check out the human model sat www.zoorender.com for some great examples of perfect patch models.

Nurbs are also generally easy to animate with but the spped of computers has made working with polys and sub-d quite good although you generally want to animate characters with stand in models.

The biggest problem with Nurbs is the use of trimmed surfaces. In you tutorial it probbaly tells you to vut hoels for doors with trims. In the exampl pf a house that is ok to do but trims are not very good for deformable surfaces. They are slow and can be very inaccurate. The soltuion is a patch model but the skills required become much higher to punch a hole in something.

Have a look a the tutorials list in my sig below.

wedge
10-29-2002, 07:17 AM
Originally posted by Six60Sicks
Of course you can get smooth looking surfaces with polygons but then you have alot more geometry and cannot really change the resolution, you must use multiple models.
PB

thats what subdivision surfaces are for :beer:

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