I know what you mean. When I started, I primarily worked with NURBS and got pretty used to them....everytime I'd try my hand at poly....the results would be less than satisfactory, especially when it came time to smooth. Plus, since NURBS already have mapped UVs...it felt like less work but really, once I really talked to ppl and tried various aspects of modeling (using CPS or Poly Proxy...box modeling, poly-by-poly, sub-d), I found polys to really be much quicker when it comes to detailing and creating one solid mesh...it just feels more logical to me now. There are so many tuts about...you should take some time to rough out a quick character shape using each method and see what works better...you might be surprised.Originally posted by CGPMaya84
I am actually better at using NURBS though than I am with POLYS. I really don't have much experience with using POLYS, and I tend to work at a faster pace with NURBS.
Thanks for the compliment RubberChicken! And err... well I don't have naturally thin hips like the idealized models of Final Fantasy, even though I wish I did. It is odd though...I have an LCD monitor, and the hips look fine, but when I view it on a CRT monitor the hips do look too wide....I don't know which screen shows the more accurate proportions. :bored:Originally posted by RubberChicken
Looking better every update. One minor crit tho, her hips seem a little too wide in my opinion.
What exactly do you mean by the number of spans in the model?Originally posted by Jango
I would cut down on the amount of spans in the model in general
I feel the same way...I am at ease using NURBS since I primarily work with them anyway, and since I have become so familiar with them it is harder for me to try POLYS...but once I can sit down with a nice POLY tut., I will be well on my way!Originally posted by NitroLiq
I know what you mean. When I started, I primarily worked with NURBS and got pretty used to them....everytime I'd try my hand at poly....the results would be less than satisfactory, especially when it came time to smooth. Plus, since NURBS already have mapped UVs...it felt like less work but really, once I really talked to ppl and tried various aspects of modeling (using CPS or Poly Proxy...box modeling, poly-by-poly, sub-d), I found polys to really be much quicker when it comes to detailing and creating one solid mesh...it just feels more logical to me now. There are so many tuts about...you should take some time to rough out a quick character shape using each method and see what works better...you might be surprised.
Kerosene: Thank you so much for explaining to me exactly what spans are. I now understand perfectly what they are. I have rebuilt NURBS surfaces before, so reducing the number of isoparms will be easy. What you said though was really helpful, and thank you for taking the time to explain to me how I can use NURBS and convert it to POLYS simply by first reducing the number of isoparms in the NURBS and then converting it to a low-POLY mesh. I know that there are a lot of advantages to POLY modeling, especially when it comes to creating organic shapes such as human characters, animals, monsters, etc., and since I hope to get into the video game industry I do want to learn modeling in POLY. Perhaps I am so determined in modeling since I really enjoy working with the modeling programs, and also since I hope to one day make this my future career. Thanks for acknowledging my determination and also for helping me out through your thorough explanation on NURBS and POLYS.Originally posted by Kerosene
Hope this helps make polys seem a little less daunting, or have I just waffled for however long? Thought i'd say this cuz i like ur determination towards modelling, and I found it much easier after expanding my maya toolset