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tCREAM36
03-16-2006, 08:50 AM
Hey,

well I ve been modeling, animating, doing fx, texturing, and messing around in lightwave for a while now and I love it. I’ve been meaning to do a complete animation when I ran in this problem. All I've been modeling is characters (bodies, faces, etc.) and when I tried modeling other things I kind of drew a blank. Well for my animation I need houses, furniture, environments and other objects that I have no experience modeling (mainly houses-architectural).I see to be modeling houses like characters and I get stuck and I was wondering if you know of any tutorials, tips or guides for things like this. I hope I’m being clear.

Taylor:)

p.s. so when you model a house or something that isn’t going to be animated, does it matter if things aren’t welded together, sort of just like place on top of each other.

Tad
03-16-2006, 09:31 AM
Yeah basically what you've described, is organic modeling vs hard surface modeling.
Those are the two main types of modeling actually,
and you've been doing organic this whole time!

It's definetely good to know how to model hard surface objects as well (they can be quite fun I might add).

To answer your question: No, you do not have to weld everything together!
Unless you are building your objects for something with a strict set of rules to follow
(such as a game engine, or some sort of prototyping) of course. But for something
like an animation, short film, or demo reel, basically it's what you see is what you get,
so you're free to do whatever you need to do to get the results you want!

Hard surface modeling is pretty different from subdivision surface modeling or box modeling.
At least it is for me, I use alot of extrude, bevel, chamfer, booleans, loft, lathe, and other tools, often using a spline as a starting point.

Of course subdiv surfaces definetely come in handy when building hard surface models as well. It all depends on what you are trying to model!

Nurbs can also be VERY handy for certain objects. Such as things with lots of smooth flowing curves corners, both sharp and rounded, thrown in the mix.

Well I hope this helps.

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03-16-2006, 09:32 AM
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