So a friend of mine has been singing the praises of spline modeling for sometime now. I usually just brush him off and tell him to go sub-d. Last night he was over and going on and on about how spline modeling is far superior to box modeling. I had to admit that I was a bit offended by this, and if he wasn't a good friend I might have smacked him. I found myself wanting to rebuke him on this but since the last time I saw anyone using spline models was in college I had no knowledge of them to back it up
So I am just curious if anyone uses spline modeling, if so what are the positives and negatives of such an approach? What would you use such a model for? Can it do better then box or sub-d modeling?
Replies
I wouldn't recommend it on high density meshes, though. Manipulating that many segments can get to be a pain.
I ended up challenging him to recreate a toy bull character model that was in the 1st 3d artist magazine. He says he can do it fairly easily, I doubt it but we will see. He showed me a couple thumbnails of some spline characters he had done. They didnt look to impressive but I couldnt tell much because the thumbs were pretty small.
I think what is note worthy is the shear amount of subdivision based technology that has been developed lately. Tools like zBrush, 3d Coat or modo are great examples of how tools around sub-div modeling have been greatly improved over the years.
All in all I think that especially poly modeling in comparison to NURBS modeling is more free, natural and fast. Its easier to play with styles and to add or remove parts thanks to the modeling improvements many modeling applications had here over the years.
seriously, you topology is defined by the boundaries of each patch, whereas poly modelling, you put detail where you need it
But I think he is using them as Ruz mention, for max patches. I can see where having an object defined by its boundrary would be very problematic. I can see manys hour of frustation with this.
The only downsides to polygon modeling are that the curves aren't as precise - but who's gonna notice? - and that the smoothness isn't infinite - both you can just subdivide stuff often enough that nobody will see that either.
I have also never animated either a nurbs or patch model. Is there any advantages to that? Can you rig the spline cage and drive an animation cycle that way?
It depends a lot on how you work. It also has the great feature of being able to keep your work "live". You can step back down the stack, adjust the base spline which will update everything else, mapping and the model etc which is a great non destructive way of working so i wouldn't be too quick to brush it off.
Ya I can where being able to have the mapping cords genrated already could be very helpful. Could save a lot of time that way, for certain object.
Since you can just use the circle tool I'm not sure why it'd matter how many points it creates. Also there's times where I use a circle to create a round corner on a right angle since fillet doesn't always five desirable results if the adjoining segments aren't the exact same length, a circle made of quarters lends itself to that perfectly.
However I have made good use of spline modeling in the past. I felt organic and or smoothly curving surfaces were much more easily achieved via a patched spline cage back in 1999 than via attempting to box model things.
really its all just tools and techniques, like comparing face extrusion to edge extrusion, to point by point poly model creation. (used to do that too back in the day)
Vailias - Yah I remember back in max 4 or 5 when patches was the best way to model things, but edit poly has come along ways since then and that is no longer the case. Back in college, like had metioned before, was where I saw this last and have not seen it since.
I think it this method that my friend is so set on using and for the most part it makes me beleive that he thinks this is the best way to do it because he doesnt know how to properly poly model. I think I need to see more of his models up close to see for sure.
It has it's place, but also has some pretty severe limitations.
http://www.headus.com/au/cyslice/