NURBS or Sub-D for industrial design?
Posted: Thu Jan 31, 2008 12:38 am
Hi everyone,
I wanted to discuss the differences in modeling workflow/approach with using a subdivision modeler vs a NURBS package. I'm sure this has been dealt with before in numerous fora, but I'd like to put the industrial design perspective on it.
Let's say I'm an industrial design department that is on the way to invest in 3D-technology for inhouse concept design. Basic rendering requirements. Our construction department work in SolidWorks, but we're mostly going to use our 3D-package for concepts in the early/middle stage of the design process. Should we invest in a NURBS package like Rhino, or go for the subd-approach with for example Modo?
Would you agree on the following points? Feel free to add or subtract.
NURBS package
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I'm just trying to bone out the differences for them to beeing easier to explain to people not familiar with any of the techniques, but still need to decide which one to go with.
- Björn
I wanted to discuss the differences in modeling workflow/approach with using a subdivision modeler vs a NURBS package. I'm sure this has been dealt with before in numerous fora, but I'd like to put the industrial design perspective on it.
Let's say I'm an industrial design department that is on the way to invest in 3D-technology for inhouse concept design. Basic rendering requirements. Our construction department work in SolidWorks, but we're mostly going to use our 3D-package for concepts in the early/middle stage of the design process. Should we invest in a NURBS package like Rhino, or go for the subd-approach with for example Modo?
Would you agree on the following points? Feel free to add or subtract.
NURBS package
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- Can be compared to vector graphics. Are mathematically defined, and resolution-independent.
A setup of numerous tools that has well defined tasks is used to model different type of geometry, that are put together to a whole.
+ Better control over parameters such as hole diameters, fillets radii etc.
+ What most Industrial design students are taught. (Will help with future employees)
+ The same kind of hight quality geometry used by CAD-programs, which can save time later down the product development line.
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- Widely used by the film and computer game industry for character modeling.
The same kind of tools are used to push, pull and modify a "lump" into the desired shape
Can be compared to pixel graphics in the sense that the resolution/the number of polygons define how smooth the surface will look
- No control over parameters such as hole diameters, fillets radii etc.
I'm just trying to bone out the differences for them to beeing easier to explain to people not familiar with any of the techniques, but still need to decide which one to go with.
- Björn