Originally posted by mhcannon
Can't say for certain but here are some possibly reason. Since nurbs are made of surfaces butted to gether (hence the term patch modelling) the look great can be an nightmare to animate. Convert to poly or subdiv allows a single shell i.e. on continous surface, which makes animating much easier. Polys are also the most common format for most game engines. As for detail, with work all three geometry types can have high levels of detal.
Originally posted by mhcannon
https://www.headus.com/au/samples/killeroo/nurbs.jpg
https://www.tgs.com/news/Newsletter/V...urbs-model.GIF
https://www.dims.or.jp/blender/galler...nurbs_head.png
These are sample NURBS found through a google image search. Hope this gives you some idea of the level of detail that can be achieved.
On the first URL, note the heavy lines where the borders of the each NURBS patch is, and you might see why it could be difficult to animate.
Originally posted by DgAPc
I'm not sure, but I think nurbs is something from the past. It used to be that all characters where modeled in nurbs for movie productions, but not no more. I believe that polys or subdivision are used more now. Most the time when you finish modeleding in nurbs you will evently convert to polys. Animating characters and texture organic things are easier in polys. Agian there's still people that use Nurbs for characters, but not as much. For a beginner I recomend that you learn how to use poly's first to create characters. Patch modeling is more for advanced users. If you want to learn how to patch model there's video tutorials at ****** website. There Organic modeling 1 and 2. Thats the only patch modeling tutorials that I know of. But there very expensive. One DVD is $69.
Originally posted by mhcannon
Stop by you're local large bookstore and look for a copy of "Maya Character Animaton-second edition" by Jae-Jin Choi(isbn: 0-7821-4328-8). If you have a lot of time you can browse through it at the store of if you're really committed you can buy it. It compares NURBS and subdiv modelling and thier uses (as the author sees it - all books are subjective). One of the interesting things that the author sometimes does is to model in nurbs patches then uses that model as reference to create a subdiv model. Although even the author the admits that he is increasingly modelling directly with subdiv.
For me personally, I prefer poly modelling then converting to subdiv when done an fine tuning the subdiv. But that's just me.