i was surprised that sub-d (subdivision surfaces) modelling in maya is not that complicated as i initially thought it would be. while this modelling technique inherits ideas from the polygonal and nurbs at the same time (so giving you the best of both worlds), i’m a bit unsure in what situation i’ll prefer this way to model my objects since it’s not the ultimate solution for all situations. sub-d modelling is extensively used in character animation (as far as i know pixar is doing that, too) because subdivision surfaces can define almost any complex smooth surface without the need to stitch patches together. here at vfs we’re going to use polygonal modelling for all our character animation needs – let’s see why.
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This is the personal blog of Bastiaan van Rooden / aka Spot (CEO/ Head of Rocket Age Development) of Nothing and scholarship-winning graduate of VFS, one-time Siggraph speaker for Pixar about his endeavours in computer graphics.-
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