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Nurbs vs Polygon modeling

Nurbs vs Polygon modeling

2005-05-23       - By KMKrieger

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Reply:     1     2     3     4     5     6     7     8     9     10     >>  

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.
>
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