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I remember trimmed NURBS from back in the 80's, when the holy grail for 3D systems vendors was landing car companies as clients. It was not easy. Later, at Squ
by kaveh808 4y ago
I remember trimmed NURBS from back in the 80's, when the holy grail for 3D systems vendors was landing car companies as clients. It was not easy.
Later, at Square on the "Final Fantasy" movie, we were having trouble modeling our character models using NURBS due to continuity issues when more than four patches met at a corner. I resolved the issue by implementing a subdivision surface plugin for Maya. Overnight the workflow switched to polygons.
Would be great to have NURBS and other parametric representations as plugins in the system.
One of the most exciting things about this project will be seeing what gets developed on top of the system.