Character head in MOI - first attempt

 From:  curveman
1214.15 
>> Another method that I see sometimes used is a kind of hybrid NURBS / Polygon approach where different individual pieces are modeled using NURBS tools like a sweep for a top cheekbone, or most of a nose, but you keep all the pieces separated with some space between them and then in the poly modeler add polygons to connect the pieces together.<<

Dassault Systemes seem to be using a subD/NURBs hybrid modeler in their Imagine and Shape product

http://www.youtube.com/watch?v=RwOuaNvpPLI

It looks like a subD control cage being used to a drive a NURBS engine.


I would personally love to see a voxel based freeform foam/gel modeler driving a NURBS surface engine or some kind of metaballs -> NURBS modeler for organic stuff. One can dream, heh heh. =]