Hello Michael, I already understood what you are explaining to me, actually I come from polygonal modeling, it is just that with NURBS I see some advantages when modeling hard surfaces, since in polygonal modeling you have to be careful with the flow of the mesh to then apply a subdivision algorithm and no strange things appear on our surface, while with NURBS you can subtract, add, objects and then apply a chamfer without any problem that your surface will always be fine. So what this SubD does is like a kind of retopology in the NURBS style of the obj, the advantage I saw is that I can model a slightly more organic surface through a polygonal mesh and then add details to this new NURBS object that SubD creates in Moi , and the truth is that it does it very well, this modeling with NURBS may not serve to deform but for the creation of static objects (of whatever complexity) the truth is that it goes much faster (in some cases) than modeling with mesh. Now if you allow me another beginner question, by default the surfaces in moi are seen as translucent, how can I disable this and see an opaque shadow, I mean if there is any way to toggle this. Thank you so much!!!!!
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