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# 2 30-12-2005 , 12:42 PM
Falott's Avatar
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Join Date: Jan 2005
Location: vienna
Posts: 1,095
3) basically you can pretty much adjust everything afterwards. should be no problem.

2) I delete history every 2 minutes when modeling. but that´s more imortant with polymodeling cause of many blindnodes created when switching between poly and subD or datanodes from cutting, splitting, merging, etc.

with nurbs it´s somehow different. if you e.g trimed the surface you delete the trimnode by deleting history and your hole is gone... or you can´t make further adjustments after deleting history on "additive operations" like loft, birail, extrud, etc. those geometrys will stay but are "static" from now on.


one advise from me if you just started using maya. use polys instead of nurbs, especially for organic forms. that´s way more intuitive while getting to know the handling of maya. nurbs are quite more complex. but if you need to do nurbs, just keep on.


1) there are many different approaches for patch/nurbsmodeling. but in the beginning every single one of it seems to be nonrational like a nurb is. a nonrational inunderstandable thing! but that´s only my opinion on nurbs.

cheers!