Preferred Modeling technique

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  04 April 2002
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.
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-Bill D.
 
  04 April 2002
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.....
 
  04 April 2002
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

 
  04 April 2002
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,...
 
  04 April 2002
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......
 
  04 April 2002
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,...
 
  04 April 2002
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?
 
  04 April 2002
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.
 
  04 April 2002
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
 
  04 April 2002
BOX modelling RULEZ!!!!!!!!!

Is very predictable even with not much modeling knowledge
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  04 April 2002
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
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R.R
 
  01 January 2006
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