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although using the splines will work in a way, when using nurbs, you will never have a seamless model, unless you use patch modeling (even then you have more seams and takes more effort)
and as you mentioned wombie you ended up converting the object into an editable mesh, so in the end, you are converting the object into a poly mesh, and then smoothing it.
the point that HarmonyAlexandr made, is "i'd use nurbs or splines" without explaining anything of how he'd do it. I was curious as to how he'd do this and make the heart seamless or without a polar end. I was just wondering if he came up with a method that will keep the heart "nurbs" and "seamless" cuz if he did, i'd love to hear it.
I used to be addicted to nurbs when i first started learning 3d... but now i basically do everything with polygons, and if i need it super smooth/organic, i can convert to subD's... I like having the control you can have with polygons, and with the direction that normal mapping and bump mapping/displacements, you can really add a lot of details to a simple polygonal object without having to compromise the polycount.
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