CGTalk > General Techniques > Modeling
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
 
Thread Tools Search this Thread Display Modes
Old 04-05-2002, 10:27 PM   #1
Billy_D
New Member
Graphic designer
 
Join Date: Apr 2002
Posts: 2
Send a message via AIM to Billy_D
Question Preferred Modeling technique

Hi All.

This is my first post to these forums.
This looks like a great community.
Anyway, I was wondering what everyone's preferred method of character modeling was.
I know some people swear by nurbs or boxmodeling or splines etc.
I also wanted to know if your choice of 3d software effects your coice of modeling method.

I work almost exclusively in Max and I was doing the boxmodeling/meshsmooth thing but I think I might venture into splines or nurbs.
__________________
Thank you muchly.

-Bill D.
 
Old 04-05-2002, 11:32 PM   #2
JuRrAsStOiL
- imbecile -
 
JuRrAsStOiL's Avatar
 
Join Date: Dec 2001
Posts: 260
Arrow

forget about splines and nurbs.
Box-modelling is the only mehtod in max to model chars.
I think, that Nurbs modelling only works with maya.
But someone posted the same question here.....
 
Old 04-05-2002, 11:37 PM   #3
Iain McFadzen
Krasavchik
 
Iain McFadzen's Avatar
.
Artist
United Kingdom
 
Join Date: Dec 2001
Posts: 1,080
I've said it before and I am gonna say it again:

*deep breath*

Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box Box

 
Old 04-06-2002, 01:57 AM   #4
sabaman
Know-it-All
portfolio
Sabino Leerentveld
designer
rotterdam, Netherlands
 
Join Date: Apr 2002
Posts: 323
Send a message via AIM to sabaman
well, at first i said box too, but since i started using rhino, it has been nurbs eversince, i think nurbs is by far the best method,...
 
Old 04-06-2002, 02:01 AM   #5
Joel Hooks
Action Figure
 
Joel Hooks's Avatar
Joel
Forensic Animator
Scientific Analysis Inc.
Fort Worth, USA
 
Join Date: Feb 2002
Posts: 1,604
Send a message via ICQ to Joel Hooks Send a message via MSN to Joel Hooks
For speed and ease of use there is no competition between NURBS and poly/subD. Poly/subD wins.

For technical accuracy and precision NURBS is the winner for sure.

Rhino is great. Outstanding modeler, but for organics......
 
Old 04-06-2002, 02:43 AM   #6
sabaman
Know-it-All
portfolio
Sabino Leerentveld
designer
rotterdam, Netherlands
 
Join Date: Apr 2002
Posts: 323
Send a message via AIM to sabaman
well, i recently did my first organic object with it, its great, the ease and its very quick, i cant finish it though cuz the thing that sucks is that i got a very slow computer (266 with 128 ram) in that way, if i want to make complex models, i need alot of patience,...
 
Old 04-11-2002, 09:13 AM   #7
lossy
Veteran
Student
 
Join Date: Apr 2002
Posts: 30
Send a message via AIM to lossy
Nurbs SUCK in Max. Stay away from anything other than simple landscape surfaces (who's addaptive tesselation make for some excellent looking displacement maps).

I only use Box modeling in Max...it is far to frustrating being constrained to 3 or 4 point patches to make a surface with spline modeling. The bezier handles available at every vertex make for more control than box modeling, but regardless it's always been more difficult for me to get the model I wanted in surface tools.

Maya's subdivision surfaces are supposed to be far superior, as well as it's Nurbs.

However, Editable Poly (R 4) (vs Editable Mesh) is supposed to solve a lot of Max's subdivision problems, although I've heard it's still very buggy.

Has anybody experimented with Editable Poly?
 
Old 04-11-2002, 12:42 PM   #8
Iain McFadzen
Krasavchik
 
Iain McFadzen's Avatar
.
Artist
United Kingdom
 
Join Date: Dec 2001
Posts: 1,080
However, Editable Poly (R 4) (vs Editable Mesh) is supposed to solve a lot of Max's subdivision problems, although I've heard it's still very buggy.

Has anybody experimented with Editable Poly?


I haven't used Editable Mesh since Max4 came out, for SubD modeling Editable Poly is superior in almost every way. 4.0's Epoly was a little buggy admittedly, but that was all fixed by 4.2.
 
Old 04-14-2002, 05:21 AM   #9
asche
creates pixel noise
Ingo Knito
3d Artist
Munich, Germany
 
Join Date: Mar 2002
Posts: 163
when i still used max i prefered the spline modeling technique ...
it was very good to get a result fast ..... but it became very time consuming tweaking the details, getting rid of all wrinkles and so on....

when starting with maya i didnt have that technique anymore, and i hate nurbs, so i only had the poly option left
and i like it a lot ... if u get used to think a little in the future, having a picture in mind (or as an imageplane) u want to achieve its a very effective way of modeling ...

in my opinion nurbs are only useful when u have to add full body hair / fur to a character .... but i am very biased
 
Old 04-19-2002, 05:10 AM   #10
paconavarro
Pro Photographer
 
paconavarro's Avatar
portfolio
Francisco Navarro
Photogapher
MisterKite
Guadalajara, Mexico
 
Join Date: Mar 2002
Posts: 300
BOX modelling RULEZ!!!!!!!!!

Is very predictable even with not much modeling knowledge
__________________
twitter: @papaconavarro
instagram: paconavarro
 
Old 04-23-2002, 01:46 PM   #11
R.R
Veteran
Animator
 
Join Date: Mar 2002
Posts: 34
For Max, why not use the SURFACE TOOL? its a great tool to model organic lifeform.
I wish Maya have the same function other than Sub D, then I'll give up Max:o
__________________
R.R
 
Old 01-13-2006, 04:00 AM   #12
CGTalk Moderation
Lord of the posts
CGTalk Forum Leader
 
Join Date: Sep 2003
Posts: 1,066,481
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
 
Thread Closed share thread


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 06:58 PM.


Powered by vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.