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View Full Version : whats considered to be the fastest technique?


orion 77
01-17-2004, 12:27 AM
since the speed modelling thread is running, what would be considered the most appropriate method? box or patch.
i s'pose it depends on the level of detail, then certain apps lend to this i.e.
wings = box
patch = lightwave

in terms of detail patch works best from my experience via lw, although initially box modelling builds fast shape.
i've seen some of the methods over on spiraloid and theres some real quick approaches. although i find the methods very difficult.

orion 77
01-19-2004, 10:25 PM
no replies :shrug:
im in the process of finding out anyway.
i assume nobody wants a report on my findings then. ah well.

gruvsyco
01-19-2004, 10:33 PM
I'll give it a go and say whatever technique you seem to feel the most comfortable with will probably be the fastest for you.

There is no such thing as best or fastest except as it pertains to you specifically. Everyone is different.

actarusprocyon
01-20-2004, 12:10 PM
Polygon Box-modeling by very very far...

orion 77
01-20-2004, 03:18 PM
so far i've found poly box modelling good for simple low-detail models. i tried the patch method from inside lightwave 6 by dan ablan and that gives a good balance so far between speed and detail. i havent reached any conclusions as such yet.
been playin champ manager too much.

polygun
01-21-2004, 07:37 AM
Id have to say patch modeling. I can create a very good likeness of almost anyone in less than half the time it would take with box modeling

StephanD
01-21-2004, 12:31 PM
What's good about box modeling is that practictally any software can do it well as opposed to splinepatches,Nurbs or PbP which isn't implemented is everyone of them,then again,I didn't try'em all.

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