Surfaces vs Polygons in Skinning: Does Deformation Really Matter?

Published on January 08, 2026 | Translated from Spanish
Visual comparison between knee deformation in NURBS and a polygonal mesh within 3D software.

The Eternal Debate: Mathematically Perfect or Practical? 🤔

In theory, surfaces (NURBS or patches) should win by a landslide in deformation. Their mathematical basis in curves promises smooth, artifact-free movements. But as any 3D artist with deadlines would say: "In the real world, polygons rule". Why?

When Surfaces Shine... and When They Don't

For simple deformations in clean structures, surfaces can offer advantages:

But as with everything in life, perfection is the enemy of practicality. When you try to apply it to a full character, problems arise:

A veteran rigger once said: "Surfaces are like that ex who promised wonders... until you had to live with them day to day".

Why Polygons Won the War

The industry opted for polys for compelling reasons:

Additionally, with techniques like Dual Quaternion Skinning or Delta Mush, polygonal meshes achieve deformation quality that matches (or surpasses) surfaces in most real cases.

The Final Verdict

Yes, in a controlled lab with perfect geometry, surfaces can deform better. But in the jungle of 3D production, where characters have wrinkles, clothing, and exaggerated expressions, polygons offer:

So unless you're animating perfect cylinders for an academic project, stick with polys. Even though surfaces remain that sexy option we look at nostalgically... from afar. 📏💻