Real case OBJ to Nurbs!

 From:  PaQ
8095.29 In reply to 8095.17 
Hi Marco,

Sorry for the delay,

About the surface 'complexity'

Once you have a patch simplification in the conversion process (like with T-Spline for Fusion or Rhino, Cyborg3D, etc),
pre-subdivide the mesh before converting it will change nothing about patches arrangement. In other words you will get the same numbers of patches,
they will just have more 'points' in the underlying structure. And what is important, is to reduce the number of patches, to help smooth further modeling task (trim, fillets, etc).

So yes for the moment it might concern you with max script ... but not so much if you are using other conversion tools.

By hiding vertex, I mean fighting with the poly topology to avoid nasty placement of those poles. It require a bit of modeling practice.

++