Learning Curves: How Simple Splines Help Designers Model Complex 3D Forms
99percentinvisible.org
99percentinvisible.org
The most interesting point of the article for me.
I'd never really considered how intuitive/organic it can be for humans to create three dimensional shapes, and how few of these techniques are in use with 3d modelling (although I haven't had any experience with 3d modelling in the last 8 years)
Splines are so intuitive that I remember using them pretty effectively in elementary school. Can we get there with 3d modelling? What will that look like?
It's extremely powerful for organic objects like creatures, but complex shapes and objects combining sharp and smooth features can run into problems with polygon flow and topology where the smoothing algorithm will run into problems. So I'm not saying it's the complete solution to what you're looking for.
In the last 10 years it's been increasing replaced by digital sculpting techniques, which make use of the same math but tend to get around the problems by throwing a lot more polygons at them. Bundled with a suitable UX there's probably a lot of potential for something elementary-school-level-yet-powerful in those. Feature-wise the most powerful at the moment is ZBrush, but the esoteric interface and workflow is probably preventing true mainstream adoption. Seriously -- you thought Blender was unintuitive? But ZBrush is used in like every game and animation studio, because nothing else comes close in terms of tools and performance.
And if you're curious to see what hung weights look like, check out Gaudí’s Hanging Chain Models from 1889: http://dataphys.org/list/gaudis-hanging-chain-models/