Hi Andy, a sub-d polygon modeling program is much better suited for modeling a head than a NURBS modeler.
The big problem area is that NURBS surfaces have a regular grid layout to them with a set number of rows and columns in it. That means that a single individual point can't be added into a surface, instead an entire row or column of points has to be added. This makes it difficult in areas that have small details like especially around the nostrils and ears.
Sub-d modeling was basically created to solve this problem and to make it easier to model organic shapes exactly like heads since in a poly modeling program you can add in a single point instead of a whole row or column.
NURBS modeling has its strengths in different areas, especially in man made mechanical objects where the NURBS mechanism for having "trim curves" on a surface that mark different areas of it as active or as holes. That's the foundational thing that makes booleans work well in NURBS modeling.
So it's basically a matter of different tools being suited for different kinds of models. A head model is very much in the polygon sub-d modeling area and not in the NURBS modeling area. For a mechanical part it's the reverse and it's much better done in a NURBS modeler.
There are some kinds of shapes like vehicles that are in a kind of gray area between these zones. But a head is definitely not in a gray area, I don't recommend trying to use MoI for that type of use it's not going to work well for that purpose.
- Michael
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