Does anybody actually use spline cages in their modeling workflow?
I've been trying to improve my hard surface work, especially on more complex surfaces, but I'm finding that, despite the most fastidious placement of the verts, the end result still ends up pretty disappointing, especially at higher patch topology steps - anything past 1 step seems an unwieldy mess.
I'm beginning to think that they're more hassle than they're worth. I'd like to hear from anyone that does find them useful, or alternatives if you don't. I'm starting to seriously consider simple extrusions from planes to achieve a more precise result - anyone agree? Disagree?
Looking forward to hearing your thoughts.
Replies
I use NURBS alot for generative design process, rhino in combination with grasshopper. So I can make visual programs that make certain things appear like they do because a set of rules I made. Also it's easy to give it to CAM and have them prototype a design.
However for game modeling I don't see the point, sub-d seems far more effective & faster.