Choose fontsize:
Welcome, Guest. Please login or register.
Did you miss your activation email?

 

Pages: [1]   Go Down
  Print  
Author Topic: Box modeling  (Read 301 times)
0 Members and 1 Guest are viewing this topic.
Newbie
*

Karma: +4/-0
Posts: 4



« on: February 05, 2010, 01:01:59 AM »
Dear all,

As 3d modeling and Carrara are new to me, I started with the Kati tutorial I found on this site (which is a great tutorial!). In this tutorial, the writer said something about box modeling being outdated.

Can somebody explain me why box modeling is outdated and what is the new kind of modeling?

Marijn
Logged
Administrator
Hero Member
*****

Karma: +276/-1
Gender: Male
Posts: 687



WWW
« Reply #1 on: February 05, 2010, 04:19:27 AM »
Box modeling never will be outdate... I think a lot of people say that because the new tools like ZBrush, 3DCoat and others that use a sculpture like process to model things, but at same time you need more knowing about retopology, because after you mold your clay creature (monster, cartoon or anything else), you need to create the quad polygons and in the end you will do a bake for the displacement and normal maps. The same way you can start your model as a box modeling and finish in those software. In truth theres no right way or new way to do something in 3D, you can choose the way tha is more comfortable to you. After that said, there will be always a war between that or those modeling techniques, like we see between OS user like Mac and Win. So, do your own way to work, but simple do it!
Logged

Newbie
*

Karma: +16/-0
Posts: 43



« Reply #2 on: February 05, 2010, 07:13:37 AM »
Hello Marijn,

I think the different techniques available are something like polygonal modeling,
nurb modeling and sculpting. I think Jetbird refered to the scultping techique,
but I have to agree Marcelo, it's just a matter which workflow/ tool suits you best.
Other modeling techniques like just have their own workflow benefits.

Sculpting can really be a helpful way to create a 3D model without having to think about
quads and triangles. If you don't want to create an animatable object you don't
even have to think about that when using an auto-retopology tool.

But as soon as you are working on animatable characters you sooner or later have to take care
about the topology of your mesh, so just pick the technique that fits to you best.
Logged
Newbie
*

Karma: +20/-0
Posts: 20



WWW
« Reply #3 on: February 05, 2010, 10:19:46 AM »
marijntulp,

I know a few guys who are all nuts over Nurbs, or Spline modeling. That's fine, but it's the overall understanding of mesh geometry that will help you succeed in your endeavors, and that includes box modeling. So maybe outdated in the mind of some, but still (and will always be) an essential component of modeling success.
Logged
Pages: [1]   Go Up
  Print  
 
Jump to:      

TinyPortal v1.0 beta 4 © Bloc
Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC

Phobos design by BlocWeb | XHTML | CSS