Good Sub-D Accuracy Practices?


To keep round things round, straight things straight, and dimensional accuracy, what are some good practices for using Sub-D?

Pretty much the same rules as Polygonal modelling. Look at T-Spline tutorials and Maya tutorials. You will want to be familiar with edge loop densities and creases.

For example this cube, notice the more edge loops and the more dense they are at sharp corners will determine the smoothness.

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Thank you Michael Pryor.

I am also looking for good practices in interfacing with NURBS surfaces and accuracy.