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…
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…
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…