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daraand
09-12-2003, 06:04 PM
I've seen a technique used by b1ll over on the polycount.com forums thats quite interesting in deed. What it involves is using edges and extruding (shift+move edge to create new conencted to old for those who dont know) and laying outthe shape. He extrudes the front, side (right side mainly) and back and lays out their proportions and volume. Its an interesting technique overall and as he said, allows for greater control of the mesh at an early stage without messing with so many verts etc - true you can model by volume and not mess with lots of verts initially, but either way I'm so used to volume/box modeling that this technique kind of seems like a drag. im starting to mess with it though and it does seem faster for laying out.

DOes anyone use this technique? How do you like it? What do you thin kis the advantages etc?

I myself find it easier to use early on (still practicing however:) to get the mesh proportions right and all.

driverjase
09-12-2003, 06:55 PM
Its a great way to model, here's two of the best tutorials I've seen using this technique:

Joan of Arc (http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp)

Fiat 500 (http://www.3dtotal.com/team/Tutorials/fiat500/fiat500.asp)

MRAY
09-13-2003, 09:42 AM
Check this guys stuff out he's amazing!
he's got a tutorial on his you should look at its in maya, although you could port the method over to any 3d app that has some descent poly tools.

Hope this helps.

http://www.antropus.com

Hexodam
09-13-2003, 02:09 PM
Thats what I generaly use when I create heads, it allows me to have much greater control over edgeloops

Marcel
09-13-2003, 03:58 PM
I've used this technique when I started doing more organic stuff, my experience is that I start to focus too much on the individual parts of the face. I'll spend way too much time working on a mouth, only to find out it's not really possible to connect it to the rest of the face.

For me it is much better to work from a box and gradually cut more detail into it , I have much more overview and it's easier to connect the different parts of the face.

If you think making the start (from box to a rough face mesh) is too hard you, get some good reference cages. Stahlberg has posted an image of a default mesh he uses for every character he starts, look for it in the topology research thread in the modelling forum.

Keep in mind that this is only my personal experience, this might well be the best technique for somebody else...

off-center
09-14-2003, 08:38 PM
it' s indeed a nice modeling technique, but i'm so bad in box modeling, the edge technique is nice, but I will stay with splines and patches, works best for me

gnarlycranium
09-15-2003, 02:02 AM
When I model a head, I sit there switching repeatedly back and forth between a Poly object and a Mesh object-- I use the extrude edge function in Mesh, and Poly for EVERYTHING else. It would be awfully nice if Poly had that function too. :hmm:

driverjase
09-15-2003, 04:39 AM
Hey Gnarly Cranium, what version of Max are you using?
In Max 5 you CAN extrude edge in poly ... just by doing what this thread is talking about, shift+drag.

SimonReeves
09-15-2003, 04:17 PM
4.2 there was a wee update to allow it I belive in edit-poly

gnarlycranium
09-15-2003, 11:27 PM
I'm using 4.2, of course. Yeahyeahyeah, so I don't get the cool new modeling buttons, or anything-- just shaddap all you snooty updated peoples!! :annoyed:

I have Meshtools, at least. That counts for something, right? Well, except the version seems TOO new, and I ended up with a corrupted scene when I tried to use the 'chamfer while keeping original edges' button. Ah well.

SimonReeves
09-15-2003, 11:28 PM
nonono its free

must be on discreets site or someplace

well I assume it was an official thing, maybe I'm wrong [i had a quick look]

Equinoxx
09-16-2003, 08:18 AM
get shift+drag in the name of epoly2

here

http://www.maxuser.com/plugins/e/epoly2/

SimonReeves
09-16-2003, 10:48 AM
ahh there we go, good ol reliable Equinoxx ;)

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