Here's a quick Mini-tutorial on how to morph complex geometry to simple NURBS shapes... Here we have a simple sphere converted to NURBS, and a common situation you see in sci-fi models... a curved surface with several small depressions. These are the wire-frames of the final objects. This is the final modifier stack.…
Hmmm, well, the few times I've needed to do that, you can use Get Shape From Selection in the edge selection rollout to turn any edge loop into spline - so if you do think splines with be the best solution, you wouldn't have to make any new splines, just turn the topology of the mesh into splines.
No problem, yeah, it's an easy thing to forget to do. I see it a lot on things like gun barrels, or anything that involves cutting holes into a plane that will become a cylinder - it needs to go Turbosmooth > Bend, not Bend > Turbosmooth. In fact I really see it often, which can be confusing, because the whole point of…
Thanks for taking the time to put this together, always good to get a refresher on the deform modifiers. They tend to be one of those tools I remember exist after I spent 20 minutes ruining a mesh by fiddling around with soft selection. Question: Wouldn't it make more sense to always throw the turbosmooth below the…
Yeah, I've never messed with surf deform either but have been using a lot more bend/taper/ etc.. modifiers than I did in the past, so I guess i need to mess with this more and learn some new techniques.