Quote:
Originally posted by Lev
In theory - yes, NURBS are almost ideal for car modeling with organic shapes, but in practice - 3ds max's implementation of NURBS is really limited, so poly-modeling is probably the best choice. (I.e - try stitching together two NURBS surfaces in max - the chances that you will get what you expected vary from 5% to none. And im not talking about complex cases - two surfaces that are almost perfectly aligned. Tweaking the Join parameters,and rebuilding the curves only makes it worse.)
This is not to say that Poly modeling is perfect either - idea of creating extra geometry just to adjust the curvature of the surface is repulsive to me.
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A Non-Uniform Rational B-Spline is still geometry, it's the mathmatical equation for curvature but is represented by a solid, which is still geometry. It's just calculated differently. If you know how to control meshsmooth, then you'll get the same outcome.