I was wondering if anyone is actually modeling heads using NURBS, either completely or in part? I would like to maintain a high level of control for my character models, stylized cartoony characters with lots of precise curvy planes and I was thinking NURBS might be the way to go. I was thinking of starting by sculpting to…
You mention "pixar style models" - Pixar uses sub-d modeling for all their characters. They are the ones who developed the open sub div engine that Maya uses. I don't know why you think sub div modeling doesn't have a way to increase resolution? You can just increase the subdivisions on a subdiv model the same way you…
I've nurbs modeled a head. My avatar image has a lot of nurbs in it. A long time ago nurbs was considered the only way to model an object with complex curves. Nurbs modeling a head is incredibly difficult. The topology rules of nurbs patches is very constraining. And deforming nurbs will often develop cracks between the…
Hello ! Well if anything, beyond the question of it being viable today or not (for organics), looking back at what has been attempted in the past is fascinating really. For instance, I absolutely love this vintage CG illustration by @kanga ! And the bold crop ties it all together. And to be a bit of a contrarian : if I am…
Yeah same, @Benjammin . I started to learn NURBS about 20 years ago and gave up because I was never able to successfully create a decent looking NURBS head, just a nasty looking monkey thing from a 3D Studio Max tutorial. NURBS were kinda hyped up back then and now there's barely a tutorial online on the subject. Even back…
I used Animation Master in the beginning. I got my first job in 3d using that software to vizualize info islands/columns for exhibitions and shop interiors. The site is still there and there are tutorial rescources for things like figure modelling. I think its very much horses for courses though. Someone here did a…
There was an artist on CGTalk maybe 20 years ago that did amazing characters with NURBS, but other then them I can't think of anyone that ever really mastered organic NURBS modeling. Polygons are the way to go for characters.
Hey, personally I'd steer well clear of nurbs. I was taught how to NURBS model characters 20 years ago - it was a massive headache, and never worked right - I would be very surprised if that was still a relevant workflow.
Yeah, I've slowly been coming around over the years. This was sort of a last ditch effort to reach out and see if anyone thought it was worthwhile and practical or if the benefits I imagined as @pior put it, were there. The only benefit I suspect may still be relevant is for creating highly accurate solid/hard surface…