Okay I just want to get this cleared up in my head.

NURBS are quad patches with CV points and isoparms. NURBS can only have four sides and in the case of a triangle one edge of the quad is collapsed to a point but it’s still a side, so a triangle still has four sides with one side that is really small. A NURBS patch can have a unlimited amount of CV points on any edge or isoparm. Also if you join two NURBS patches together they become a single quad patch. Joining patches is tricky because the edges need to line up. In the case of a NURBS cylinder there will always be a seam because a NURBS patch always has to have four sides and the seam needs to carefuly blended to be invisible. This is what I understand to be a true NURBS or Non Uniform Rational Bezier Splines.

NURBS patch is not the same as Patch modeling right?

A Patch or Patch modeling would be a Bezier Patch which can consists of three or four edges each edge is a Bezier Spline and they’re used to make a patch. Each edge can only have two CV points and each point can have only two control handels that control the curve’s shape. You can attach two patches together by welding the verts but then you have two patches attached together unlike NURBS where to two become one.

NURMS (lightwave) or MeshSmooth (max) is a poly mesh subdivided to smooth it, and has nothing to do with NURBS or Patch Modeling.

Box Modeling can also be called Sub D modeling, but Sub D modeling isn’t necessarly Box Modeling? Or is Sub D modeling NURMS/Meshsmooth and box modeling just for poly meshes?

Now I’m a max user and this is how I understand it, is about right for all 3d software?

Is a NURBS in Max diffrent from a NURBS in Maya or Soft Image.

Is MURMS in lightwave diffrent from Meshmooth NURMS in max?

How about bezier splines are they basicly the same across the board?

:wavey: