And I think this leads to a huge gap between the two basic modeling methods inside of the program. The problem with this is that the NURBS workflow inside of Maya is somehow slow, unnecessary complicated and unstable comparing with some other programs like Alias Automotive, Autodesk Inventor and Rhino. So I was thinking isn’t it great that we can use NURBS tools in Maya to generate polygon surfaces and we can chose freely what type of surface to make at any given time instead of always hitting the box modeling approach. So I was thinking that polygons are good enough if you have the knowledge how to use them, and that is good but very often we can model something ten times more accurate and ten times faster if we use a traditional NURBS approach.Īfter struggling for a while eventually I came to the realization that poly modeling is just not enough to provide clean and smooth surface for automotive parts but the same is also true for hard surface modeling and modeling in general. I started to do a CG car modeling in Maya with polygons which of course is not precise technique as we know the car designers are using programs as Alias Studio, Rhino, Solid Works and others to create class A surface famous among the people who are using mostly polygon modeling techniques as entirely different modelling universe - which sometime is exactly true and it has it’s strong and week sides like the polygons have their own, but what I am trying to say here is that I kind of felt the same way earlier because I was only used to Maya NURBS tools. Hello, I would like to tell you guys about the study loop I had to do lately and I'm curious what do you think about that?
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