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Nicool
05-10-2003, 07:23 PM
Hello modelers,

As you know, most of high model for 3d film (shrek, toy story, Monster & Inc. ...) are make of NURBS shapes. Patch modeling is less intuitive than poly modeling. It's different...

I've read the post about topology... But are the conclusions on topology applyable for NURBS? Do we have to follow the muscles orientation? How to set the mains lines of the patches? And is there realy any interest today to use NURBS for a character modeling?

I've found some examples here (http://coldfusion.art.msstate.edu/camenisch/thehumanhead/)

:wavey:

holosynthetic
05-11-2003, 12:12 AM
I think NURBS is really good for models that have to be more accurate to scale..like cars, appliences, etc.

character models are easier to do in poly, and most of the time it looks better (except for buzz lightyear..his space suit would not have looked as good if it wasn't NURBS)

peanut
05-11-2003, 01:40 AM
polys are more and more used for everything, NURBS tend to be hard when deformed on certain angles ( i.e knee parts )

RichSuchy
05-11-2003, 02:02 AM
Originally posted by Nicool
Hello modelers,

As you know, most of high model for 3d film (shrek, toy story, Monster & Inc. ...) are make of NURBS shapes. Patch modeling is less intuitive than poly modeling. It's different...

I've read the post about topology... But are the conclusions on topology applyable for NURBS? Do we have to follow the muscles orientation? How to set the mains lines of the patches? And is there realy any interest today to use NURBS for a character modeling?

I've found some examples here (http://coldfusion.art.msstate.edu/camenisch/thehumanhead/)

:wavey:

I started another thread just an hour or so ago about Patch modeling, in general, topology, etc.

Its over here:

Patch modeling: Topology, Methods (http://www.cgtalk.com/showthread.php?s=&threadid=61680)

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