![]() If he did it all with a non destructive node workflow like Houdini that gave you a bulletproof dependency graph/history then so much the better. ![]() ![]() A solid BREP modeling system in 3D Coat would solve your problems and I bet Andrew could implement it quickly if he wanted to. BREP is the ultimate in hard surface modeling, especially when it comes to splitting or shatter booleans or any other kind of boolean workflow not to mention elaborate chamfers and bevels. NURBS is more for elegant surface designs like car bodies and expensive yachts.Īnd your argument merely serves to reinforce my idea all these people trying to do hard surface modeling with voxels, or polygonal ngon mesh or dynamesh or even SubD's are making peepee in the wind (yes, Blender 2.90+ too).
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