Vojtisek's work

 From:  Michael Gibson
7602.6 In reply to 7602.1 
Hi Vojtěch, that's some great looking work, thanks very much for sharing your images!

re:
> It's because I'm not still used to nurbs modeling and it's phylosophy,
> which is different from polys.

Yup, the NURBS modeling strategy is very different from polygon modeling, but it's the differences that make it an interesting tool to use for certain kinds of models because it has an entirely different set of strengths and weaknesses than polygon modeling.

From your results it looks like you have already made great progress in getting comfortable with NURBS modeling - your speed will only increase from here! :)

Organic models tend to work better with sub-d modeling, where things work kind of more like sculpting where you're working on manipulating a cage of points in 3D space.

NURBS modeling has its greatest strengths in mechanical models where things are made by boolean operations and a lot of 2D curves. Ideally with NURBS modeling you want to be using 2D curves for much of your modeling with some curves providing base shapes (like extrusions, revolves, and sweeps) and other curves used as cutting objects in booleans. With NURBS modeling booleans should the primary way you try to get things done, not something to be avoided like you do in sub-d modeling. So that takes some getting used to.

One common problem that people from a poly modeling background tend to do is to draw in all the 3D curves for a shape first (since they're used to working on manipulating points in 3D so much), and then trying to fill in all those edges with surfaces between them. Instead of that with NURBS modeling you usually want some of your final edges to be the results from boolean operations rather than drawn directly. Sometimes this means making an initially extended piece of "stock material" which then is sliced with other profile curves. This style of building pieces that are initially extended a ways past the final boundaries can tend to be a bit difficult for poly modelers since you don't do it that way in polys.

There is some previous discussion here on some examples of this and tips for poly modelers, you may want to read these:
http://moi3d.com/forum/index.php?webtag=MOI&msg=4865.2

Thanks, - Michael