Mr. Shultz,
I guess we do disagree. But modeling for form and flow isn’t necessary going always give you the desired results for animation. Case in point a model built for animation may not have the accurate desired flow for muscles in the face or the rest of the body. Models for animation are subdivided specicallyed and edged turned to allow for deformation to occur properly.

Most splinemodels I have seen don’t necessarily do this, and if we really are talking spline models then your talking beziers and nurbs to which case are really bad for choice for animation (which proved a point to my old T.D). Spline modeling in Lightwave can be extremely time consuming and much more of a mechanical process then designed/artistic process.
I’ve never seen a spline model that convinces me that underneath the surface there are muscle tissues and bone indicated. Not to attack your personal work, but its a good example of what I am talking about.

My point here is that your methods are your preference but there not going to get anyone a job.You even make mention that your method comes from drawing books. What drawing books are you refering use a system that reflects spline modeling. Even when one approaches things with Rapid Visualization, your drawing cross-sections but never are you using those as the basis for your form.
Also I got this tip from Meni. Model with lighting in mind. The wire frame shaded mode can be decieving as it doesn’t indicate really what your form is doing(you just see the facets). Modelling from Smooth Shaded mode and using the selection tools to select deisred polygons so you can see your wires. Yet still with smooth shaded look. Your only going to be able to take advantage of this when you are modeling/sculpting your geometery, you won’t get to this point until way late in the modeling when you spline and patch stuff.

Doing some chrome studies actually proved to me that accuracy of a surface is all light driven and just looking at a spline cage won’t tell you that.


The fun part is when you model in this way you get the bonus of no geometery amplication issues when you paint in Zbrush. The model comes in with the correct subdivisions in place.