So a friend of mine has been singing the praises of spline modeling for sometime now. I usually just brush him off and tell him to go sub-d. Last night he was over and going on and on about how spline modeling is far superior to box modeling. I had to admit that I was a bit offended by this, and if he wasn't a good friend…
after 8 months of spline modelling( max patches ) I can tell you that poly modeling is heaven as compared to patch modeling hell. seriously, you topology is defined by the boundaries of each patch, whereas poly modelling, you put detail where you need it
I guess it depends on the industry, some areas just worked out better in one area and visa versa. I think what is note worthy is the shear amount of subdivision based technology that has been developed lately. Tools like zBrush, 3d Coat or modo are great examples of how tools around sub-div modeling have been greatly…
spline modelling is great for an awful lot of things. Typically i would suggest not so good for organic modelling which is superceeded by box/strip modelling but for technical modelling such as generating roads, complex geometry such as mountains, lattice work, ornate structures such as railings and lathes etc where you…
They both have their place in the toolbox. Splines are great for all kinds of things but they are not a perfect replacement for poly modeling, what a tit.
ya i believe you can project splines on nurbs surfaces in maya also and it is certainly a very powerful tool and can do some real nice stuff. I certainly enjoyed doing the few nurbs models I have done, but I wouldnt want to model everything that way. especially game models, wich is what he wants to make with them. But I…
that really is a weird argument. It doesn't take 4 points.. but 4 points gives more control if you want to make the circle into an ellipse or teardrop for other applications. However I have made good use of spline modeling in the past. I felt organic and or smoothly curving surfaces were much more easily achieved via a…
Ya I wouldn't want to plan out every point on a character before hand unless i had a real world model of the object and could trace the contour lines directly into the computer, (like they did in Ice Age). I have also never animated either a nurbs or patch model. Is there any advantages to that? Can you rig the spline cage…
on the other hand for example in Rhino or Moi3d projecting splines on NURBS or do some complex boolean stuff is a dream - no poly modeler comes close to that.