Subdivision Surfaces Modeling
Modeling with polygons bears many advantages. It is much easier to define the shape of a given object. The subdivision of an object’s surfaces can, at almost any stage, be increased or again reduced - without influencing the rest of the object. The only drawback, however, is when creating organic shapes that contain many curves or undulating surfaces, like those of a human face or an aerodynamic sports car.
Of course polygons can be used to model these shapes but the subdivisions that would be required to shape such a model would make it a laborious task and prone to error. Animating an object modeled in such a manner would be an insurmountable task.
This is where the Subdivision Surfaces object can be effectively implemented. With HyperNURBS, rounded, flowing shapes can be added to polygon objects that have only been roughly shaped. So, how does this work?