The 3D Handbook
Topic

CAD and NURBS modeling for games

Modeling hard-surface objects with exact mathematical curves and surfaces in tools like Plasticity, MoI, Fusion or Rhino, then converting them to polygon meshes for baking or for direct use in a game.

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CAD and NURBS modeling describes shapes with exact mathematical curves and surfaces instead of a mesh of flat polygons. NURBS stands for Non-Uniform Rational B-Splines (GameFromScratch: Plasticity NURBS Based 3D Modeller). NURBS models "are vector-based and mathematically defined", so they stay smooth at any size (GarageFarm blog: The new face of NURBS Modeling: Plasticity 1.3). Games still need polygons, so every CAD model must eventually be converted (tessellated) into a mesh.

#NURBS vs. polygons

A polygon mesh is "connected faces/polygons (3, 4, N-sided)", while a NURBS model is "built from points, curves and surfaces" and stays resolution-independent, editable and measurable (moi3d.com: Moi3d Overview). In practice that means:

NURBS / CAD Polygons
Curves Exact; smooth at any zoom Approximated by facets
Fillets and booleans Reliable on exact surfaces Topology cleanup needed (see booleans)
Topology You never see it You manage every edge
UVs, normals, game use Only after conversion Native
Organic shapes Awkward Natural, especially with sculpting

For hard-surface modeling, the main advantage is fillets. In Plasticity, Fillet Shell takes a positive distance to fillet an edge and a negative one to chamfer it, and supports variable distance, conic and G2 (curvature-continuous) fillets (Plasticity documentation: Fillet Shell). On a polygon model, the equivalent requires bevels, support loops or tools like MESHmachine (machin3.io: MESHmachine documentation).

#The tools

See modeling software for the wider landscape.

Modeled in Plasticity, UV-unwrapped in Blender and textured in Substance Painter; the artist notes the polycount is on the high side (about 19,000 faces). Switch to wireframe and look at the tessellation around the fillets and round housings, where CAD exports usually spend their triangles.xylvnking, via Sketchfab

#Converting to meshes for games

#Tessellation

On export, the tool approximates each surface with polygons within a tolerance. Tighter tolerances follow curves more closely and cost more polygons.

Two quarter circles of radius 250 pixels. Left, approximated by 3 straight segments with a labelled chord deviation of about 8.5 pixels. Right, approximated by 9 segments with a deviation of about 1 pixel.
The same NURBS curve exported at a 30° and a 10° angle tolerance. Chord deviation shrinks from about 8.5 px to under 1 px, at three times the edge count.Diagram by the handbook author

Each tool names the controls differently:

  • Plasticity offers Tris, Quads or Ngons topology, a single Density slider that adjusts the other values, and tolerances for face and edge deviation (in cm) and angle (in radians). Face Plane Tolerance is "One of the most effective ways to control polygon count"; the docs suggest 0.01 for low poly and 0.0001 for high poly, and edge and face angle tolerances of 0.35 (low) and 0.15 (high) (Plasticity documentation: Export OBJ). Remove Small Features drops details below a size threshold, which the docs describe as ideal for high-to-low work (Plasticity documentation: Export OBJ).
  • MoI uses an Angle setting: "The Angle option controls the maximum angle allowed between the surface normals at the corners of each polygon." It warns that "Some programs have difficulty dealing with complex N-gon shapes" (moi3d.com: Moment of Inspiration 4.0 command reference…).
  • Fusion exposes surface deviation (cm), normal deviation (radians), maximum edge length and aspect ratio (Fusion API documentation: OBJExportOptions Object).

#Three ways to use the export

  1. As a high poly for baking. Export dense, triangulated, and bake onto a separate low poly (see the high-to-low workflow). Topology does not matter here, which suits CAD output.
  2. As the start of a game mesh. Export at low density with N-gons, then clean up and retopologise in a polygon tool. Expect to fix long thin triangles around fillets.
  3. As reference. Use the CAD model as an exact guide to rebuild a game mesh by hand. At Angelic, the concept department supplies Fusion 360 meshes as reference for the hard-surface artists (80 Level: Creating Assets Within the Mid-Poly Workflow…).
Stewart MacLean built this model entirely in MoI, relying on its boolean and bevel tools without limiting the polygon count, and says it is not game-ready. At about 113,000 faces it shows what a raw CAD export looks like before any of the three uses above; check the wireframe for long thin triangles.Stewart MacLean, via Sketchfab

#Who uses it

Plasticity's early pitch was "a 3d modelling software for concept artists" (GameFromScratch: Plasticity NURBS Based 3D Modeller). Newer marketing targets hard-surface modelers, prop designers and Blender users looking for a gentler learning curve (GarageFarm blog: The new face of NURBS Modeling: Plasticity 1.3). MoI's own overview lists CAD, CAM, CNC and 3D printing uses, and courseware for a jewellery design department (moi3d.com: Moi3d Overview).

#Further reading

References

  1. GameFromScratch · Plasticity NURBS Based 3D Modeller · GameFromScratch · article · accessed 2026-10-21
  2. GarageFarm · The new face of NURBS Modeling: Plasticity 1.3 · GarageFarm blog · article · accessed 2026-10-21
  3. Fabien Franzen · Moi3d Overview · moi3d.com · docs · accessed 2026-10-21
  4. Plastic Software · Fillet Shell · Plasticity documentation · docs · accessed 2026-10-21
  5. MACHIN3 · MESHmachine documentation · machin3.io · docs · accessed 2026-10-21
  6. Jim Thacker · CG Channel news article on Plasticity 2026.1 · CG Channel, 2026 · article · accessed 2026-10-21
  7. Plastic Software · Import/Export · Plasticity documentation · docs · accessed 2026-10-21
  8. Plastic Software · Boolean · Plasticity documentation · docs · accessed 2026-10-21
  9. Michael Gibson · Moment of Inspiration 4.0 command reference: meshing options on export · moi3d.com · docs · accessed 2026-10-21
  10. Autodesk · OBJExportOptions Object · Fusion API documentation · docs · accessed 2026-10-21
  11. Plastic Software · Export OBJ · Plasticity documentation · docs · accessed 2026-10-21
  12. Malte Resenberger-Loosmann · Creating Assets Within the Mid-Poly Workflow in UE5 · 80 Level · article · accessed 2026-10-21
  13. FrankPolygon · Sketchbook: Frank Polygon · Polycount forum, 2020 · forum · accessed 2026-10-21

Last updated 2026-10-22