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HardSurface/NURBS in 2019

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Toku polycounter lvl 6
So Max has been my go-to modelling application for the last 10 years but things really seem to be slowing down on that front. I am seeing a lot of other applications ahead of the curve in terms of tools and responsiveness.

Right now I want to model some more complex geo such as vehicles and buildings which have insets on curved surfaces etc. I can't really do them in ZBrush because the topology needs to hold up when zoomed in (booleaning dynameshed surfaces won't cut it). My workflow in max is something like this: Define a bunch of splines, and use FFD/Lattice tools to curve them in a natrual way. convert splines to nurbs. Thing is it keeps crashing, and it's difficult to switch between the splines and the NURBS object.

I have been looking into alternative applications. 

Modo meshfusion seems like it's more about booleaning objects and adding chamfers, but has strong poly tools

meshfusion

Fusion 360: Looks like it has some good solutions, but isn't an all around modelling toolkid, Also it seems like the splines used to define the surfaces can't be modified using some kind of lattice/FFD

fusion 360

So, Does anyone know if there is an application or plugin which has a solution to this kind of problem? I am hitting a hard limit with traditional subD methods, and the Modo/Fusion tools seem to require putting the mesh through multiple applications

Replies

  • musashidan
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    musashidan high dynamic range
    What version of Max are you on? Have you tried the new Spline/Shape Boolean tools? General Spline tools have also been updated with some great new features. Both of those examples can be modeled in Max quite easily.

    Also, you have been using Max for 10 years and are only realising now how utterly shit the NURBS tools are? :smile: 

    The best plugin for Max for hard-surface is Lazercut. It's part of the Keyhydra plugin and also comes with the fantastic InsetSG modifier.
  • cptSwing
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    cptSwing polycounter lvl 11
    Things might change significantly soon - there's been an update to this, with a possible release date of version 1 within the next month or two..!
  • Toku
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    Toku polycounter lvl 6
    @cptSwing That tool looks great! from the looks of it he created a plugin from the ground up.

    @musashidan 2019, I have used the spline tools and they certainly help with modelling, especially for getting equal segments across a curve, then you can loft/extrue it, or convert it to a NURBS object, and yeah, NURBS in max sux. Ill check out keyhydra, thanks

    The thing is I have seen different approaches which look like wizadry to me, where you basically draw curves in and it generates the mesh for you, no need to fuck around with adding in a bunch of control loops on curved surfaces which will inevitably result in pinching or bad smoothing. What are the algorithms behind it, and can't they be added to max/maya?

    https://www.youtube.com/watch?v=bIn0bpOwbqY
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