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# 3 03-01-2003 , 11:50 PM
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And based on my preferance...

Nurbs Planes is the way I go. Most deffinently more complicated, but you can get more detail I think. Anyway, this man you see here is from https://coldfusion.art.msstate.edu/ca...ngtheory3.html which, for some reason, is not currently working. Anyway, it goes into great detail on how to model a head from patches and gives several examples of good and bad versions of models. I have drawn out the seams of each patch in this image and have included the number of isoparms on each patch as well. After you model this head, you can either leave the patches unstiched and bind the skin as-is, stich the patches then bind the skin, or convert to polygons, combine all the patches, then line up all vertices according to the layout of the geometry, THEN use Edit Polygons> Merge Vertices to close all the gaps.

Anyway, that's my way.


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