Oh yes....I already knew DistortCurves and things like that, and how to do almost all these kind of stuff using a Nurbs environment,
but now I want to dig more in depth Poly/SDS modelling, because it can offer a greater degree of freedom in some situations,
especially for organic modelling.
I'm learning how to use both worlds in an effective way.
Best of the 2 worlds is cool, but it's even better when both approach co-exist in the same application.
T-Splines, and Cyborg3D for instance have some very nice functions that mix curves, nurbs surfaces, and subdivision surfaces.
Caging NURBS is a great way to go for those that like to push and pull.
It gives you the ability to "monitor" what doesn't really JIVE with a NURBS surface and what's working.
So you can finish all the bending and twisting while NURBS, then go out to poly and not bring it back!
Oh yes....T-SPlines is a great thing and, although Fusion 360 has a downgraded version of it, it's very useful and powerful when properly used.
And yes, I already knew and in my recent past I've used and experimented a lot with Cage/CageEdit in Rhino V5/V6 WIP.
Also these tool are very powerful in some situations.
But, for what I want to experiment and create in this period, I think that the agility and and easy of use and the speed of working
directly with mesh's vertices/edges/polygons can give me a very good and fast way to create good organic modelling with SDS,
because, when properly used, this technique can offer a degree of freedom that actually can't be reached by T-Splines or other pseudo-Nurbs
technology.
Nowadays, for what I know and I have read, Poly/SDS is still the best and fast and easy way to freely model organic things.
Many engineers and software houses have invented their own technology to make possible the "marriage" between Nurbs and true organic modelling,
for example SolidThinking Evolve and many others (T-SPlines, Clayoo) but for what I have read in many technical articles written by many experts,
all these technology for the moment, are incomplete or too heavy, and still the "plain and dirt" Poly/SDS approach is still the best.
But anyway all these stuff are very interesting things.
Hi
I just discovered how to get from a low poly object from Moi to a highpoly surface in 3d Coat ready to retopo. I made a video. Hope it helps someone:) https://youtu.be/dJn0ROIzMhM
Regards
Keith
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