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Re: joining nurbs
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Re: joining nurbs
by
Steve Sayer
on Dec 27, 2008 at 7:33:27 am
Joining NURBS surfaces together is tricky and sometimes best avoided, depending on the needs of your scene.
I haven't come across too many instances where using things like the circular fillet on a character was a good solution. I think those tools are better suited for sculpting inorganic objects that aren't destined for animation. For a character, polys are usually preferred. If you do go with NURBS, consider using a patch or 'socking' method, where you build the character out of patches that are designed to meet along edges for seamless blending.
If you do go with this approach, be aware of the two main problems you are likely to encounter:
1. surfaces may 'pull apart' from one another when deformed (including by joints)
2. 2D textures will be difficult or impossible to get to flow seamlessly across these joins.
Good luck,
-Steve
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Current Message Thread:
joining nurbs
by tony hayes on Dec 25, 2008 at 11:39:25 pm
Re: joining nurbs
by Steve Sayer on Dec 27, 2008 at 7:33:27 am
Re: joining nurbs
by tony hayes on Dec 30, 2008 at 12:29:12 am
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