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Subject: why nurbs?


brycetech ( ) posted Fri, 25 January 2002 at 4:04 AM · edited Wed, 13 November 2024 at 5:30 AM

file_261680.JPG

Hi

I wonder if someone could tell me why I'd want to use nurbs? I know they make a 'smoother' model, but I can do that with polys...

I did mess today with what amapi version of metanurbs is (dynamic geometry) I know this isnt too great, but its only ~25 minutes messing with the 'metanurbs' thing.

anyhow, could someone please tell me the advantages of nurbs? why you use them over polys..and also, what modeling package u use them in.

thanx
BT


Teyon ( ) posted Fri, 25 January 2002 at 8:46 AM

The benifits of Nurbs are in the smooth surfaces, relative speed, and the ability to convert your nurbs to any resolution of polys. Nurbs aren't often used for animation because it takes a lot of memory to get the exaactness of its smooth surfaces and then refresh it over an entire anim. So that's not so much a limitation of the style of modeling as it is our computers ability to cope. Believe me, if PC's (meaning personal computers) could handle the curves without problems, more people would start to use them but because they can't, cheating techniques like Subdivision Surfaces have turned up. They're a good blend between the speed of nurbs modeling and the light file sizes associated with polygon modeling. They can also be translated to a higher level of smoothness by adding detail only where you place it, unlike nurbs which creates a mesh with little regard of where the model is more detailed. Most 3D apps (most serious 3D apps) have nurbs or some form of nurbs technology included in their packages. Some, like Maya, started out being nurbs based packages but then incorporated polys as well because of their popularity. Once reality set in that nurbs wasn't for animating, polys once agian took the limelight and nurbs are now mostly used to compliment them ina scene, not replace them. Programs like Mirai, Maya, Softimage, 3DStudio Max, Rhino, Amapi and others use nurbs or have the option to use nurbs. I hope this helps.


TRAVISB ( ) posted Fri, 25 January 2002 at 4:13 PM

It is funny; you would think nurbs would be great for mechanical models, because you can't create a perfect sphere with polygons and almost nothing organic is perfectly shaped! I, my self, am a poly modeler! I like nurbs in maya but to me they just can't offer the level of detail when it comes to certain modeling. In my opinion, nurbs are much faster at modeling organics, but IMO when it comes to the detail they lose out to polygons. Which is another reason that they have made such a strong come back. A few years ago polys almost went extinct. LOL...To some extent the thing that has helped to bring them back is sub division surfaces, mirai is king of that domain, but it appears izware may not ever come out of the rut they seem to be in. Polys give you -again in my opinion- more precise control over every inch of a model but arguments can be made for both. Here is a few links to some of the best poly modeling in the world and a good mentor of mine. Also check out my friend Martin K's videos at inside cg in the modeling forum. They will give you some insight into poly modeling in Mirai xsi2.0 has added a ton of tools to its poly modeler, an area of maya that is hurting and is propelling xsi leaps ahead of maya at the moment. Probably a large factor contributing to the free learning addition. http://cube.phlatt.net/home/spiraloid/ http://maxrovat.sns.hu/subdiv/ http://membres.tripod.fr/rimasson/3d/3d.html Also for a nurbs modeler check out Steven Stahlberg's older stuff( the new stuff is polys) but he did some good work with his older stuff too and they were nurbs. www.optidigit.com As a side note, I'm just a guy that reads alot and talks alot so any info I give is based off of what friends in the buisness are using and personal experience...my opinions mean nothing. In reality nothing beats doing the research and trying them out, because everyone will tell you one is better than the other so use google and use it wisely. ....BTW cute model!


wgreenlee1 ( ) posted Sat, 26 January 2002 at 2:39 AM

It depends on what youre modeling. something organic or round can only take seconds with nurbs but with the advent of subdivision surfaces there is a middle ground to the NURBS vs. Polys. Polys are stable and predictable. There is no set way to model. If polys are your thing go for it. Don't pass up nurbs though or any other method,you might it advantagous to check all forms to give you ideas on the ones you use. Oh by the way nice rat or mouse or whatever!


brycetech ( ) posted Sat, 26 January 2002 at 11:42 PM

file_261682.JPG

well thanx guys trav thanx for the links..didnt learn much from them tho other than who one of the folks from final fantasy is. (I loved the graphics in that movie..story sucked, but graphics were great) They needed to work on the top lip movement while the characters talked, but hell...dont think anyone I know coulda done better :P Seems to me like one of the 'big' movies used nurbs models instead of polys? Shrek maybe? I think I'll stick to subdivision and polys...I have no need yet for nurbs surfaces. I can make critters like the ones above in < hour..so good 'nuff for me :) thanx BT


comastalker ( ) posted Sun, 27 January 2002 at 1:15 PM

well travis, you're right, almost no organic surfaces in reality are perfect, but, it's much faster and more effective to work with nurbs. When I lokk at the models, brayetech did in the above thread, I like 'em, but they almost got no muscle definition and I think, when it comes to this part of work (adding detail without destroying the main look of the model), NURBS are much more effective. Then there's the programming-part. Did you ever started programming in openGL or sth. similiar ? Whenn you program visualisation-routines for SDSFs you writing crap most the time. NURBS are much more simple to use. In th end, it's in the decision of the artists what to use for their images/anims. Most work is done by the antialiasing-routines no matter which method you use.


comastalker ( ) posted Sun, 27 January 2002 at 1:17 PM

sorry, I had to use another keyboard (and no good one)


TRAVISB ( ) posted Sun, 27 January 2002 at 5:06 PM

hmm im not sure about polys and the coment about detail i can add some wicked wrinkles and detail that i have a hard time doing the same with nurbs but it really is mostly in the hands of an artist here is a poly model of mine about 80 percent done no detail added yet like wrinkles and detailed muscle but as you can see it already has quit a bit of detail ?


TRAVISB ( ) posted Sun, 27 January 2002 at 5:09 PM

file_261683.JPG

oops


brycetech ( ) posted Mon, 28 January 2002 at 4:52 AM

I wasnt aware that cartoon animals had to have muscle definition..lol If I wanted muscles, I could add them easily. kewl model travis.. anyone ever analyzed your dreams? lol BT


comastalker ( ) posted Mon, 28 January 2002 at 6:23 AM

4sure cartoon animals got muscles..., but I never said I has to have, you really should read my posts "detail that i have a hard time doing the same with nurbs " hmmm...hard time ? anyway it's in the taste of the modeler.


brycetech ( ) posted Mon, 28 January 2002 at 11:17 AM

dont guess Ive seen any posts of yours except here in this thread. I dont visit this forum as often as I should I guess. Id kinda like to see some tutes here, but I know everyone is busy doing other stuff. Just seeing how others do things is sometimes very helpful later on. :) BT


comastalker ( ) posted Mon, 28 January 2002 at 1:23 PM

most time I write in the cinema4d and rhino-forum It's not very "useful" to write tutorials for the "modeling" forum, since everybody is using another program. For tuts you should visit the specific sotware-forum (e.g. the rhino-forum has got a really good tut-section (most people say it's the best they've ever seen)). What do you want for tuts ;) ?


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