Pior - thanks a bunch for the clarification and example! It's definitely not as black and white as I thought it was. I think ultimately Fusion is a good program to learn, but sticking with Maya, Max or Modo as a main program seems like the best idea.
I see how that's an interesting theory, but I don't see how it's relevant or true. Industrial designers need to model things that Game Artist do not. We don't often have to model inner workings of functional mechanics. Even if we did, I believe it would be easier with polygons anyways. Its literally the exact same things…
Thanks for the info and quick responses, guys! So I'm gathering that there is some conflict on this issue... @pior you say that Fusion doesn't really support, I could just be misunderstanding, but isn't the Fusion workflow based on doing just that? From what I've experienced, the program can be very, very non-destructive…
I believe the exact advantage of NURBS over polygons, was actually that it was projected, and therefore had infinite levels of resolution. Just like Vector graphics has over Pixels. You can scale up an Illustrator document a few hundreds times and it never loses its resolution. Just like NURBS you could zoom in as close as…
Actually ... for the sake of clarity I should probably provide a practical example. I personally don't do much modeling anymore, but here's a hardsurface facemask / helmet I did a few years ago. It is fanart, meaning that it has to stick very closely to the source material ; but said source material mostly consists of…
I used to be a NURBS modeller back when it was Alias PowerAnimator on an SGI Octane2 back in the 90's. But the truth is, it's basically the same as drawing with Vectors in illustrator. I see the value when you're doing surgically precise objects that vectors might be good at (fonts?), but 99.99999% of the time, I find…