Some thoughts on a NURBS to Poly workflow with MoI

 From:  Michael Gibson
3196.23 In reply to 3196.19 
Hi jonah,

quote:
An all-quad mesh is not the only complex factor involved here. Subdividing a mesh will also modify it's volume in different ways depending on the surface shape in that region. For example convex areas which shrink, concave areas will expand, <...>

Yeah and where these areas collide into one another that kind of shape alteration will probably tend to bring some kinds of bunching or pinching into the sub-d result, probably generating some little lumps and undulations that were not in the original NURBS model.

It will be hard to maintain the surface quality integrity of the original NURBS model with this kind of a process since it is just being discarded and not even the original normals have any influence on the sub-d generated result. That's a big difference from render mesh generation where the normals from the NURBS surface do get used in the rendering which helps greatly to make the rendered result match the original surfaces.

- Michael