• Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint
Share this Page URL
Help

About Subdiv Surfaces

Subdivision surfaces, or subdivs, have been around since 1978. But only recently has computer hardware become fast enough to make working with subdivs manageable. More programs have adapted to using subdiv surfaces in their modeling workflow and more professional studios are using them in their production pipelines for feature films and broadcast work. Video games, however, are still dominated by polygons.

Subdivs combine the best of both NURBS and polygons. A subdiv surface is like a polygon model in that it can define complex surfaces with only one mesh (Figure 3.60), whereas NURBS models may require many surfaces to create a complex “patch model.” Like a NURBS model, a subdiv can easily be increased in detail at any point in time to more precisely draw curvature, whereas polygon models are generally un-wieldy after adding more detail.


PREVIEW

                                                                          

Not a subscriber?

Start A Free Trial


  
  • Creative Edge
  • Create BookmarkCreate Bookmark
  • Create Note or TagCreate Note or Tag
  • PrintPrint