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#1
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modeling cars-NURBS or SubDs?
hey guys,
what is the current tendency in car modeling? i´d favour NURBS over SubDs. Is that up to date? because of inherent UV coordinates, data volume and precision (predictability of the shape). |
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#2
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Tendency in car modeling for what purpose? For actual car design? For Gaming? For static rendering?
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#3
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Bearing in mind I have no pro modeling experience
...I'd say it comes down to - 1. Which car? If you're modeling an E-type Jag, nurbs might be the way to go; for a Lambo Countach (sp?) subD, maybe... 2. Whatever you're most comfortable using... 3. If you're employed somewhere, in-house preferences - basically, whatever your boss tells you he wants ![]() /me $0.02 G.
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#4
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Quote:
Solidwords Pro-E One Space Designer Catia Unigraphics. incidentally, these tools have had a very robust Boolean capability since 1988 - which does not seem to transfer to surface modelling tools such as Max & Maya. for car modelling "for the movies", it's mostly surface modelling. e.g. the Mini Cooper exercise in George Maestri's Max 6.5 tutorial at Lynda.com.
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#5
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thx for your replies! :-)
i was talking about high resolution and with maya... If you want to go into detail from modeling aspect. I was sticking to patch modeling approach with cars and goods, but maybe someone has experienced both methods and could advise of his/her liking for speed, efficiency, etc. Quote:
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#6
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ok, what i´ve seen so far is that to start off with NURBS for the entire model is fine. the conversion into SubDs after the NURBS modeling process gives extra polish to work out details and is "just" a plus.
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