Nurbs vs Polygon modeling 2005-05-23 - By KMKrieger
Back At 12:05 AM 23-05-05, RorrKonn wrote: >Kris Quote >"But faster? Hmmmm... I'm thinking that it probably depends upon (1) what >one learns first and, perhaps more importantly, (2) one's way of looking >at/conceptualizing spatial information." > >Hi Kris >I've tryed Nurbs,Spline in several app's.and modeled in several app's. >I like simple n easy,I do simple n easy faster then complicated. >polygons our simpler n easier then nurbs.that's why I say polygons our >faster then nurbs :)
I do find polygon modeling to be very direct, if that makes sense. I haven't, as mentioned, tried nurbs, but I'm less convinced now that I "should" make time for them, at least at this point. Seems as tho' they're a different means to a similar end, with teh exception, as one writer had noted, that nurbs specialize in making smoothly-curved (organic-type) surfaces.
>But lest get complicated. >I guess the 2 complicated meshes to make our humans n cars. > >Humans.
Not me, nope, nein, non, nyet, not on your life...Too Hard!!
I did try to do a dragon once, tho' I threw in the towel. I guess I'd have to learn bones first, because it seems to me personally to be kind of a waste to model something I can't re-pose.... But first thing I'd make, if I figured out Bones, would be an animatable Palm Tree, so that tells ya a lot <g>!
>Polygons sweeps n loops our a really fastest way to model charters.and there >simple tools to use. >I just don't see how nurbs could be faster.n good luck posing or animating a >TS nurbed charter. > >The all out fastest way to model a animated charter is to model a low >polycount mesh in TS.or any main app. >Export to zBrush.make the detail in zBrush n micro displacement the mesh. >No contest that zBrush is the fastest highly detailed "polygon" modeler.
I'll have to look it up for curiosity's sake. But IMO the modeling of humans is a specialty all unto itself, even aside from critters'n'creatures. I can't model what I can't draw and I never, in over 4 decades, have been able to get the hang of drawing humans ((well, at least, ones that don't look highly stylized or like manniquins or robots ...)), and I can't model what i can't draw, because I can only draw things I have a good demensional/spatial/temporal "feel" for. When ti comes to humans, I have a hole in my brain somewhere... =8-O
>Say modeling mechanical stuff like a car. >LW'ers love to model cars there really good and fast at it. >They use polygons.thou it's beyond me why they use LW. > >I wouldn't mind getting Rhino n try out there Nurbs for modeling cars. >Thou I am not sure how fast it would be.
If I modeled a vehicle, it'd be the SR-71 ( Big Icon for me personally) or a schooner (I just like the sleekness of them). I'd prob start with polygons but use things like Deform Object and Sculpt Surface quite a lot. I like D.O. for making things with egg-shaped or droplet-shaped parts. Those surfaces also seem to get quite smooth, as far as I can tell.
>If Nurbs where better,faster then Polygons I would use Nurbs. >I don't hold any loyalty to Polygons,Polygons just work faster. >I don't consider this to be just my opinion.
I appreciate the input. I've seen your examples and my impression is that you do things in ways that I can relate to, so I trust you on this also =;-) !
- Kris Krieger
>RorrKonn >http://www.atomic-3 (See http://mic-3.ora-code.com)d.com >TS 6, C4D 9, zBrush 2. > >__ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ____ ______ >**************************************************************************** >******** >This message has been checked for all known viruses by the Cable & Wireless >E-mail Virus Protection service, powered by MessageLabs. > >To purchase this service, please contact your Cable & Wireless Account >Manager. >**************************************************************************** >********
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