View Full Version : Surface modelling..

07 July 2002, 11:06 AM
Hello , I tried to model with surface . But i couldnt do any surface modelling with splines.. Can anyone send me a lesson for it ? With the all details ? I really need that
my mail or
P.S : If the lesson can be Turkish i can learn it more quickly :D

07 July 2002, 11:17 AM
I suspect you are using 3d Studio Max.

You can better learn to use subdivision modelling instead of surface tools. Sub-d's are much easier and quicker, with the same or better results.

For more information see:

08 August 2002, 07:37 AM
yeah, max's nurbs tools are about as usefula as using your toilet as a 3d modeler.

def, go with subdivs.:arteest: :thumbsup:

08 August 2002, 03:19 PM
yeah, max's nurbs tools are about as usefula as using your toilet as a 3d modeler.

Surfacetools is not the same as NURBS. While Surfacetools can produce neat results, I don't think anybody has ever used NURBS implementation in Max.

08 August 2002, 06:01 PM
As far as I remember - I learnt it by using Max's Help. That's the easiest way.
However here are a few tutorials:
[Surface-modeling a head.]
[that's a cool car. :xtreme: Quite interesting modeling too...]
[The tutorial is good... But what are they modeling?.. lol!]

Btw, The only use I've found for NURBS is modeling hanging rags... I mainly use spline-modeling and it can achieve very great results. Especialy when you also apply Mesh_smooth on top. :bounce:

The other technique I'd recommend to you is poly-modeling. Most proffessionals use it.

08 August 2002, 12:09 AM
It's pretty simple, just keep your spline cage set up as mostly quads as it doesn't like tris much.

I've found it's alot easier to make a reference copy of the spline cage with a surface modifier, placed directly over the model. It's easier to build the model up, and change topology, with editable spline than edit patch later on, and you can still place an edit mesh on the stack to turn the crappy edges and change material ids or whatever.

08 August 2002, 03:41 AM
I find surface modelling better for making an exact copy from reference pictures, cause you work with the surface that will become the final output. Poly modelling is always an educated guess on how everything will be meshsmoothed.

I highly recommend downloading Spline Tools plugin for max. Spline Tools ( . It's most useful feature in my opinion is the ability to create a "SolidRef" - basically a clone of what you are working on wich enables you to see the surface without losing the ability to snap to points.

I find it useful to work with all corner points first, so you don't have to fish for the buried bezier handles. Then you select all points and hit Corner, Bezier Corner, Bezier buttons in the Spline Tools toolbar and it all turns smooth without major handle problems. Then you adjust here and there.

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