By the way this is the kind of stuff you can do in NURB's boys and girls! Good luck trying to create some of these unified compound surfaces using poly modeling.
I have come to the conclusion that trying to build complex compound shapes using poly modeling is like trying to build the space shuttle from a pile of rocks!
Of course I have also concluded trying to use Maya's NURBs tool set it like trying to perform delicate brain surgery using a hammer and a chisel!
And this is at default render tessellation.
With the mental ray approximation editor I could eliminate the tiny bit of faceting that is visible. The same issue that is affecting the application of the materials however, does seem to be affecting my ability to apply a NURBs tessellation approximation to the surfaces.
I'll have to do some more research to determine the cause and find a solution.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 06-12-2012 at 07:22 PM.