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nurbs or meshes

Started by July 14, 2004 09:39 AM
5 comments, last by MikeN 20 years, 6 months ago
in most games when creating players and npc's what is used more? nurbs surfaces or mesh objects or does it really matter?
Mesh.
I don't know of any games that used nurbs.
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'mesh objects' is misleading and not a modeling term.

Polygons is what you need for games, Nurbs are curves used to model hipolystuff (movie/technical models).

I don't know anyone in the whole game industry that would use nurbs for game models (and i know a lot of people), if that helps.

You should look for some good old box modeling tutorials.
http://www.strangefate.com
Quote:
Original post by StrangeFate
I don't know anyone in the whole game industry that would use nurbs for game models (and i know a lot of people), if that helps.


From what I've seen (no first hand experience, I'm really not an artist and Blender frightens me), it is an often-used approach to create high-quality models with techniques like NURBS and then use those to create low-poly approximations which can be used in games.
Shadowdancer's got a point. It's what I do. You can get away with using this method for objects that have a lot of continous, smooth surfaces. (Conviently, like most organic objects.) Generate a NURB/sub-division cage and then subdivide the heck out of it for cutscene renders, then user a lower resolution subdivision for the ingame model. This isn't perfect, you usually still have to tweak triangles by hand, but it gets you close.
--- - 2D/Pixel Artist - 3D Artist - Game Programmer - Ulfr Fenris[[ Gaping Wolf Software ]] [[ GameGenesis Forums ]]
Well, you have to differenciate between Subdivision and nurbs. It's not the same at all. Nurbs are also not an often-used approach, it's quite rare actually. There's some small nurbs communities like for everything else of course.

Most people (me too) work with subdivision, still starting out of a box or cylindre (that's why a box modelling tut will get you to whereever you want, be it hi or low poly).
That's what 99% of the people in the industry use (+/- box modeling start), be it for low poly ingame models or hipoly cutscene/normalmap models.

Learning nurbs is rather counterproductive if you want to do _game_ models. If you master polygons, learn nurbs if you want, not that there's a benefit in doing so, SubD is easier to handle and simulates nurbs splines aswell.

I believe www.polycount.com has some modeling tutorials to get you started.
http://www.strangefate.com
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nurbs might be used later on when in game polygon counts reach ridiculous levels, but at the moment most def mesh

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