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Author Topic:   Modeling Methods Discussion
markw
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posted 02-13-2004 09:13 AM     Click Here to See the Profile for markw   Click Here to Email markw     Edit/Delete Message   Reply w/Quote
http://www.sdsc.edu/tmf/Images/vert.full.jpg

Take your time with the Box modelling. The vertera have not been give "a fair shake" yet. I know you can add some lateral detail ... not just that spike from behind. You gotta have a real ref ... just like you did with the skull.

See how the lateral detail on the vertebra is every bit as important as the posterior detail.

[This message has been edited by markw (edited 02-13-2004).]

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The Armenian
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posted 02-13-2004 02:28 PM     Click Here to See the Profile for The Armenian   Click Here to Email The Armenian     Edit/Delete Message   Reply w/Quote
Hey, DSM, looks good so far. Btw, is this your first try at bod modeling? I'd go with markw on this one. You need to pay a lot more attention to the vertebra.

I had some time to work on the face. I tried to get good topology around the eyes. I think I got pretty close, but still a lot of tweaks needed.

Here are a few views.


And here is a wire

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DoctorStopMo
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posted 02-13-2004 02:39 PM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
The vertebrae aren't anywhere close to being done yet. I restarted them from scratch earlier this afternoon. I drew the skull reference from my physiology book, but vertebrae are really complicated, and no single view can do them justice. Not even three views can. You need, like, 10. I'm going to hit the sketchbook tonight, maybe pull out one of my anatomy books for reference, and try to get an understanding of the vertebrae's structure. I usually do 5-10 drawings of something before I model so that I can understand it in 3D. A bigger part of the problem is that with box modeling, I'm no longer using edge loops to guide me, and I can smack in the volume just fine, but getting finer detail in there is still troubling. Here's a wire of some progress (one side of the vertebrae is just buthcered):

http://www.cslab.uky.edu/~lteri2/DoctorStopMo/SkeletonWire2.bmp

So how the heck do you add details using mainly extruding tools? I've come very, very close to just breaking down and saying, "That's it! I'm going to add points here to get me the shape I want!"

Armenian, great job on the face - a real credit to point modeling . Looks very Grecian or like one of those Romanesque statues. This one's a keeper, for sure. Yeah, this is my first time box modeling. Or actually, I made a super-low poly model partially by box modeling one time, but this is definitely my first high poly model made by box modeling tecnhiques.

And I do mean high poly - there are 24 vertebrae; the old vertebra had only 84 faces, which still would have translated to 2016 faces for the entire spinal column. The newer vertebra that I am working on right now has significantly more polygons. Computer, here comes the punishment... .

[This message has been edited by DoctorStopMo (edited 02-13-2004).]

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Bob_I_Ts
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posted 02-13-2004 03:37 PM     Click Here to See the Profile for Bob_I_Ts   Click Here to Email Bob_I_Ts     Edit/Delete Message   Reply w/Quote
doc had you tried playing with the merg face , insert and peak tools they maybe helpful in fine area's

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DoctorStopMo
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posted 02-13-2004 06:18 PM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
Here are the tools I've found most helpful so far, and if there are any box modelers who can correct me on this, I'd appreciate the guidance:

Extrude (and Extrude Connected, as well as their Intrude corrolaries)
Scale Faces
Inset Faces
Bridge
Connect Edges
Knife

Been trying to avoid Point Editing, but it is very hard for me to get detailing in, for instance where there are two parts of the bone that branch off.

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Bob_I_Ts
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posted 02-13-2004 07:42 PM     Click Here to See the Profile for Bob_I_Ts   Click Here to Email Bob_I_Ts     Edit/Delete Message   Reply w/Quote
i notice one thing with useing bump tool on group of faces is that it generates triangle at corners

to remove them you could select cullumn or row edges in between them and use connect edges to get rid of the triangals

dono if its just me but do you think point by point modelers like use dislike non quads in models ?

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uglytroll
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posted 02-14-2004 06:48 AM     Click Here to See the Profile for uglytroll     Edit/Delete Message   Reply w/Quote
also box modellers dislike tris.

I model with "n-gons", indeed...

is when all is finely shaped, and if it's for realtime games, and time to hard optimize, when I convert to triangles...if for hi res, I never do it...

in Anim8or, I think you just should mix techniques, like seems Bob_it does...

you NEED to cut,(and still is box modelling...heck, what i said...use the tools in each package as is more sensible, not just box modelling or point modelling..) to add detail and refinement. Don't be too rigid. Is the result what counts.

I have sometimes mixed patches, box, blobs, spline for a same model...

I keep prefering box, but that can be me, and with the package I use.


[This message has been edited by uglytroll (edited 02-14-2004).]

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DoctorStopMo
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posted 02-14-2004 02:53 PM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
I try to avoid N-gons and tris, but when it comes down to it, and there is a situation where I can save a lot of polies by using an n-gone or save myself a lot of trouble by adding a triangle, I go for it. As I proved with the skull, the poly counts can get really out of hand if you want to go for all quads.

I know in my head what the vertebrae is supposed to look like. I just can't box model it. I know I could point model it, but that is not the point of the exercise. So, box modelers: how do I do it?

As I said, it's a very complex object, and very hard to model. I drew in the edge loops with the add points tool to show you what the major shapes are (still hard to see), but I just don't see how I can box model it.

[This message has been edited by DoctorStopMo (edited 02-14-2004).]

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DoctorStopMo
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posted 02-14-2004 08:43 PM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
Oops, never mind...figured it out...sort of. Updates in the WIP section. To clarify, I want to post questions about box modeling here, and progress over on the other forum. Remember, I am new to this...:/.

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VBSmiles
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posted 02-15-2004 12:35 AM     Click Here to See the Profile for VBSmiles   Click Here to Email VBSmiles     Edit/Delete Message   Reply w/Quote
probably not exactly what you had in mind...

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VBSmiles
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posted 02-15-2004 12:37 AM     Click Here to See the Profile for VBSmiles   Click Here to Email VBSmiles     Edit/Delete Message   Reply w/Quote
hmm... my post appeared to not show up....

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uglytroll
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posted 02-15-2004 08:54 AM     Click Here to See the Profile for uglytroll     Edit/Delete Message   Reply w/Quote
I am a "box modeller" (again, dont like this term, it does not match to how one models in Wings, imho..) but I don't model with Anim8or, so I cant give advice. VBSmiles was very clear.

step 6 is "bump" tool in one single comand. Inset is like in wings.

looks like he explanied very well, though to achieve the complex xhape posted by mark (first, you need more angles and shots) you have to do more stuff, more operations.

I...well, can only explain as how I'd do in Wings or Metasequoia.

2 ways. Both may include the putting ref images in image planes. But can do just looking at the photo, in a inrfan view window, adjusting wing3d window to tile.

a) Surely -yep this can seem a bit point modelling, but always said I do so for inorganic models- I'd load a front/side/top template...if I am to do it very exactly, I make it so all matches well.

So , I freeze my 3 image planes in wings. I put and scale to fit the general proportion of a box to the drawing. I select for example a vertical edge of the box in the front face and another in back face. And hit l (edge loop selected) or just select back and front faces and hit l.

I hit a number to cut it in all those new segments. Maybe I'll repeat to get more.

Now I hit X or shift X to work in frontal view only, ortographic mode. that's best way in wings to model over a ref.

I don't touch the middle button to rotate world then. this is quick. Only basic shaping it in contour. Is like u do, but more like deforminga closed shape. quad select and hit b(well, my key for free move) to some rough shape.

I do the same in left view. anothe rrough adjust in top. Now I have it so that should be fit in general ref. Of course, non detailed contour. Just rough low cage.

Then It'd come the real solid modelling (I like this term better, invented now...) insetting, bridging(bolean join), scaling, rotating with pivot selection, moving normal, scaling with a choosen edge as direction axe...intruding, etc. The shape is complex. And I never follow an order, sorry.

But somehow I'd be protecting the general external contour.Indeed, I could have just started from an spher or cube, with not the segementing the quad loops. Just refinining and refining. It's quick.

b) Again, with refs, or with an irfanview tiny window near, better several for seveal angles.
Then, as it is a tube like shape, as with any pipe, I could model it extruding normal, extruding free(specially good. it lets u extrude as u rotate world with middle mouse, and allways does stuff in the screen plain. Matches terracota and clay traditional modelling.Also happens so with rotate, move, scale..), lifting (good for "ellbows"), scalling, ring selecting and hitting connect edges, or just hitting "3" for example, and hitting connect then so I get 3 new loops...which I now can select one edge of em, hit l, scale uniform that loop, and so go making the tubular shape. But is extrude free, rotate and lift, pluse vector operations(operation that lets you choose a pivot and an axe as direction, from vertex, edge or face...or average of several of them) what really lets you go doing that so twisted pipe.

I made pipes, tubes, and othe rindustrial stuff with it...for games, so no needed to make a lot of precission. Could have done if not the need of banging several models and uvmapping in every mourning...

That's usually why I don't post tuts(besides I am not an ordered person and model a bit...erratically) as I use other tool, and if u see my desordered way of modelling , even a bit strange, I don't think you could call it box modelling.

[This message has been edited by uglytroll (edited 02-15-2004).]

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DoctorStopMo
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posted 02-15-2004 11:10 AM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
Vbsmiles: Thanks - that's a good tutorial format - but as you can see, the vertebra I modeled was significantly more complex than what you have there. There are three additional processes on the vertebra. You have the spine, but the tricky part is modeling the transverse, superior, and inferior processes (see the other forum to see my completed vertebra). If you can find a really good quick way to make that, I'd appreciate it.

Uglytroll: You listed some good methods, or they sound good at least in principle. I had trouble finding refs that I could insert as image planes, but I did draw a bunch of different vertebrae. Thanks for sharing that modeling technique. I'm still trying to apply it all to Anim8or . I will give Wings a "fair shake" one of these days , but do you think you can give Anim8or a whirl and see if you have any suggestions for using it to box model? Pretty please?

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uglytroll
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posted 02-16-2004 01:54 AM     Click Here to See the Profile for uglytroll     Edit/Delete Message   Reply w/Quote
quote:
Pretty please?

Pretty sorry...

well...That'd mean learning modelling in Anim8or+doing the tut...

I use only bits of time in what is not certain pair of projects, one hi res 3d, another 2d old school...

Besides, I am not sure it'd really benefit you.

Also, BOB_iT already does model surely best way can be done in Anim8or. I see he is way clever on how he adapted to the tool, which is what really matters. He has lots of tuts and posts made...

I don't know really anim8or modelling tools (besides I keep like stopped when I can't rotate world with a button mouse, and having to go constantly to tool bar for every action...I am not saying that this is bad. It just don't suit me at all, I'll probably use a lot Anim8or's animation once vertex weights, IK and joint pinning come to life. I already got more or less the grips of AOI and Blender. I'd love when Anim8or has these animation features too.)

But anyway, seeing shots from vbsmiles, and some of the times I have played a bit with Anim8or's modelling, you could (see I am mixing methods, I am not so obsesed with "box modelling" term ) draw with points a blueprimt of a section/cut of the bone , a cut of the bone in its section. So u make a profile to extrude.

Indeed, best would be to do a loft along an spline(with the weird curve path that bone has) with that section. If Anim8or does support it. (and then cut, refine, etc)

If not, you can go extruding (box modelling) the section, in a front view to match the drawing reference, and when you need a turn, if no extrude free available, could extrude a tiny distance, rotate (paralel to screen, I think it's done in Anim8or with RMB mouse button) that new section, so you orientate it to make the turn. If turn is in two ways, you still need to rotate world and look maybe at the side image ref, in the box, or image planes you setup (really important they match, use horizontal lines and worry about being images and planes of same size.)

then exturde section again, dragging till you get next turn, and repeat th eopeation.


This way u build basic twisted so weirdly bone thing (must say an skeleton is one of the hardest models, even more if you are learning new techniques) and then , just is refining.

refining in animator...must be not hard (I emphasize: Anim8or have it all for model, it's just a personal matter if it suits you) as you have knife (rotate world so to be able to cut onlt the edges u want) so to make new points, I suppose u have conect vertex to make the new edges, inset for the new born face, to extrude the interior face that made the inset. That way you make a small bump..

The modifiers will help you bend, twist, etc. But you could even do it all with extrude&rotate, and the cut/inset/extrude, if I thought it well.

Of course...final shape, in all its accuracy gotta come with the move vertex tool(if u want really accuracy, then moving those with ortographic front view with the image plane drawing, modelling over its traces.Moving vertices to match the drawing), and surely more cutting. I cut in Wings selecting the edge and hitiing a number, so i got those vertices. Evem with an opld version plugin, I can "draw loop" , that is, draw the loop directly over the built mesh, to refine in a very fast way.I really hope tha plugin gets back to life.

Take in consideration I am speaking without knowing Anim8or's modelling, and only with the tools I pushed to see what they did and how when the several times I tested it.

Imho, you gotta ask Bob_It , he has total knowledge of the new aproach to modelling you wanna make in Anim8or.

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The Armenian
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posted 02-16-2004 11:55 AM     Click Here to See the Profile for The Armenian   Click Here to Email The Armenian     Edit/Delete Message   Reply w/Quote
I decided to give anim8or Box-modeling a shot and see how it goes. I drew a simple concept, and it looked like it had some character so I thought maybe I should make it in 3D.

Here is the concept. (I am not very good with sketching so excuse the poor concept)

The primitive I started with was a simple box. I added segments to the box and shaped it to match the concept from side view. I made a few adjustments such as narrowing the nose polies a bit and shaping the face from front view. This is what I was left with.

As you can see, it's a very rough design of the face. The volume is there, but the details are missing. There are rough indications of mouth ring loops, and the loops around the eyes, but the rest is not there.

As with point modeling, the first area I put detail into is the mouth. This was a bit hard, since I had to use the knife tool many times to adjust the loops in a nice way.
I also started adding the loops that go from the nose and on/under the chin.

This was my progress after that.

At this point I had the mouth the way I wanted it to, but the rest was still very rough. The next area I focused on was the nose. The volume was already there, so all I had left was refinements. I had to adjust some edge loops, and do some knifing to fix the topology more or less.
I was surprised to find out that the nose took much less effort than with point modeling. Anyway, after the nose, I did some more refining at other areas and this is what I was left with.

The nose was now pretty good so I went on with fixing some of the cheek loops. I fixed some things, but most of the work involved getting the topology at and above the nose.
It wasn't very hard, but because of the original grid-like structure of the mesh, the loops didn't like to be fixed well.
If you look at the last wire, you can see that some of the loops that are already refined need some more tweaking, but I don't think it will be much of a problem, just some knifing.


Here is the result.

Here are a few renders. It's not finished, but it's going pretty fast.


I'll come back with more updates on the steps (high level coverage). I'll probably also start a new thread in the WIP forum for this.

Conclusion:

Anim8or is very capable of box modeling, but I don't think it would be very efficient to be just boxing. I am starting to get a feeling that a mix of box and point modeling will make modeling with anim8or very fast and efficient.

When modeling this head I kept strictly to Boxing without any use of the add point tool, but there were a lot of times when some point modeling would have made things much faster.

Suggested workflow: Make the general shape and add whatever detail possible without running into problems. Should a problem arise, or if the modeler feels that some point modeling will help making the process faster (refers to topology refining, and more specific details), he/she should switch to point modeling.

Also, if anim8or gets a virtual mirror, box modeling will be a lot faster.

[This message has been edited by The Armenian (edited 02-16-2004).]

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DoctorStopMo
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posted 02-16-2004 01:13 PM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
Okay, having reviewed all the box modeling videos thoroughly - and weeped at their sheer beauty and splendor, and thought of how I can never consider my artist again because the inferority of method - I am almost convinced I will never achieve this style of modeling. My own forays into the world of Box modeling haven't been so successful. I will continue with the skeleton, but I really suck at box modeling. Anim8or does need the following:

Real time symmetry between halves of an object (though most box modeling tools are symmetrical in Anim8or, all are not)

Point Beveling

Move Faces

Anim8or isn't really that far from being an excellent box modeler...

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uglytroll
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posted 02-16-2004 02:29 PM     Click Here to See the Profile for uglytroll     Edit/Delete Message   Reply w/Quote

well..yep, too few commands and the ui style I said, but imho is what Raxx said, a mix of all available methods what it has maybe is the key.

You can model with whatever. Is the concept. Is more a matter of how quickly.

Anim8or does it all since modelling to rendering and bone animation...Wings only does modeling. Ultimate unwrap just uv maps. has a lot of other functions, but not a full blown up keyframer and weighting tools, renderer, etc...

And there's quite fewer free softwares that focus in animation.

And don't be so impressed by Mirai video captures if thats what you saw. besides when seen at fast motion, impress more than they should, I think you are a very good modeller.

Is just another way of doing things. Quite quick, and that's what impress.

If it serves as a clue, when I saw those I thought I'd never model so, and wished to stop modelling. but I did continue, and you end up learning same techniques. Not that one reaches to be one of those gods, but quite more capable than what you think initially.


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Dark_Omen
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posted 02-16-2004 03:40 PM     Click Here to See the Profile for Dark_Omen   Click Here to Email Dark_Omen     Edit/Delete Message   Reply w/Quote
Not sure if this is valid

but here is an interesting video of a lightwave boxmodeling session using only Spin quads, extrude and move point / polygons most of which anim8or is capable of doing. TimeLapsed.

http://www.newtek.com/products/lightwave/tutorials/modeling/head/index.html

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Top_Cat
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posted 02-16-2004 04:34 PM     Click Here to See the Profile for Top_Cat   Click Here to Email Top_Cat     Edit/Delete Message   Reply w/Quote
i'll say this. anything can be modeled with a cube, as long as you know how to use the bend modifier, and keep FAR away from the taper.

and use the cut tool in the right places. and im being 100% serious.

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The Armenian
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posted 02-16-2004 04:37 PM     Click Here to See the Profile for The Armenian   Click Here to Email The Armenian     Edit/Delete Message   Reply w/Quote
I think this thread has long turned into DSM's struggle into the world of box modeling.


Hey DSM, I think you are giving up too fast. For your second box modeled thing it's really good.

The only thing confusing about box modeling is where to start. It's hard to get started, but when you do it just goes on and on. Just treat the points you have as splines and ignore the others. Position them and the move on to the other points.

I know it sounds the same as plain point modeling, but it's much faster. BTW, I think you have falsly gained the impression that box modeling is extruion, face scale, face move, rotate and such.

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DoctorStopMo
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posted 02-19-2004 02:38 PM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
Armenian: Who's giving up? I'm just getting my second wind . I love your attempt at box modeling. I am also devising some hybrid methods of modeling, and I think this will advance modeling theory to a whole new level that allows for concurrent and subsequent detail addition with respect to volume. I definitely think box modeling has some speed advantages; had I known what I was doing with the vertebra, it wouldn't have taken me a whole day to model, but I would've gotten it done a lot sooner.

If Steve reads this, here's an idea for a new selection type; I call it Ladder Select:

Unless someone else knows of an easy way to select all the lateral edges - getting the others is easy with loop select. I think what I'm getting at is fairly apparent, but I can try to explain if it's not. The main purpose of this is as a precursor to Connect Edges, which is of vital importance in box modeling, and would also be helpful in Point/Loop modeling.

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Bob_I_Ts
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posted 02-19-2004 04:15 PM     Click Here to See the Profile for Bob_I_Ts   Click Here to Email Bob_I_Ts     Edit/Delete Message   Reply w/Quote
there is a ladder select simular selection
edit>select>quad ring

it only selects between quads

i used quad ring quite alot in this timelaps/captures of undo history
movie01.wmv
1.35 mb 42 seconds long

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uglytroll
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posted 02-20-2004 01:26 AM     Click Here to See the Profile for uglytroll     Edit/Delete Message   Reply w/Quote

that's also ring select in wings. Is very useful. I often hit h, and then c in edge mode. This way, my ring has a new loop in the middle.

But for the (secret, is an animation with a guy(another game artist) worked with me at a company, I'll ask if I can show(he surely will say "NO!")..Or not, it would not be anim8or related) creature I am modelling now, hi res, I am using a damn good tool for modelling. Is a version of wings that allowed Drawloop plugin. It's fantastic. You draw the loop over the mesh. Anyway, I dream of a draw polygon tool over the mesh like the one in Maya 5, no restrictions, you freely draw the stuff over it. woah,can be there a better method...Later extrude, bevel, inset or bump those new shapes in surface. Indeed, that's 80% of my modelling way, drawing a shape over the already detailed mesh, and go bumping it.(I have the 2 versions of wings installed, this and the newer, latest.) I suppose Lightwave has many methods like this I mention now.

"..falsly gained the impression that box modeling is extruion, face scale, face move, rotate and such."

I agree here with The Armenian.It is much more.

And agree with dsm in that the tool -whatever- must be used till the last of its advantages, they're there for something . Use all what it can give you, the result is not box modelling or point modelling, but the cleverest way to model with that software...and surely you'll get it.

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DoctorStopMo
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posted 02-20-2004 01:53 PM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
Uglytroll, you read my mind. I was just about to post about a tool like that. It would be way better than the current knife tool, or at least a lot more useful. I don't think of box modeling us just extrusion and scaling and such - though that is a lot of it. I do a lot of point moving, just like I would if I were doing a point-by-point model.

One of the things I've noticed is the way I approached modeling in the past vs. the way I approach it with box modeling. Before, I used to consider modeling to be like drawing in several dimensions, so I would draw outlines of profiles and front views and connect points in edge loops. With box modeling, I consider it more like sculpting, where I make a shape and then begin to form it, and then add details. Adding detail is the hardest part of box modeling, however, and that's why a tool just like the one you described would be infinitely helpful, and would reduce modeling time by a factor of 5.

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uglytroll
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posted 02-21-2004 05:11 AM     Click Here to See the Profile for uglytroll     Edit/Delete Message   Reply w/Quote
yep, we've reproduced once again the thread drawing vs sculpting...In max, is also a typical thread about splines or box modelling.

Sculptor or drawing person aproach.

Yep, the draw over -but imho, in a more freeway than it is in Clacos Wings DrawLoop plugin- the mesh, totally rocks. Specially for hi res modelling.

there's a plugin for Max,but old version of Max I think..and is not as advanced as that tool in Maya (I have never seen it. Just a user described it to me)

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markw
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posted 02-21-2004 05:17 AM     Click Here to See the Profile for markw   Click Here to Email markw     Edit/Delete Message   Reply w/Quote
Adding detail in box modelling SHOULD NOT ... be hard.

1) You can always work outwards from the detailed area.

2) You can always GRAFT together two separately made objects and do a little re-engineering to make them blend like smooth silk (Use magnets or whatever).

Naturally these are skills that come with a lot of practice.

3) You can use virtual mirror so you only need to do 1/2 the work and so it's easier to work inside the mouth if you cut the body in 1/2.

[This message has been edited by markw (edited 02-21-2004).]

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DoctorStopMo
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posted 02-21-2004 12:36 PM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
Mark keeps talking about Wings tools . I think box modeling in Anim8or is a journey I'll have to make with TA. Magnets and virtual mirrors just aren't in Anim8or yet. Some things I've found useful for detail addition, for the benefit of others:

Connect Edges (lets you add edge loops easily between existing edge loops)

Knife (not as good as a freeform tool would be, but it lets you get into certain areas while leaving other parts alone; easy to get carried away with n-gons, though)

Subdivide faces (best way to add faces into an existing region; sharp change in polygon edge number occurs, though, so faces subdivided might not blend well with faces not subdivided)

I saw Mark's videos where he bridges or otherwise merges parts of a model built separately. I do this with the skeleton, too. I'll create ribs and such separately, and then attach them to the skeleton. It works well, except it's hard to keep everything in the right proportion since I don't have a master reference that I am using.

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Mahlikus-The-Black
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posted 02-27-2004 07:32 PM     Click Here to See the Profile for Mahlikus-The-Black   Click Here to Email Mahlikus-The-Black     Edit/Delete Message   Reply w/Quote
Great stuff guys.

I have only been box-modeling and using wings for about 2 or maybe three months. Sorry to post other software creations in here. I just think it is more about the method and not the software.

This is my current project.

I am going to check out anim8tor though..looks kickin...just wanted to say that adding detail is REALLY easy. like everything, its just practice practice practice.

Take care all.

MTB

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markw
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posted 02-28-2004 08:37 AM     Click Here to See the Profile for markw   Click Here to Email markw     Edit/Delete Message   Reply w/Quote
MTB ... classic example of why I want DoctorStopMo to master the full suite of subdivision tools freely available to him. He's got the same imagination as you ... just doesn't have the same TOOLBOX yet.

That's a great looking Mech MTB. Glad you stopped by.

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DoctorStopMo
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posted 02-28-2004 10:25 AM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
MTB, I'm impressed! And you're right, this is all about method. I think there are a couple of things that could be added to Anim8or to give it a great toolbox, as Mark puts it. I'm picking up on the nuances of box modeling as I go on. I've found that it's really easy to control poly counts by choosing how much detail I want to add and adding it only after I have the basic volume fleshed out. It also seems to go a lot faster. If Anim8or had virtual mirrors, I think it would go even faster. On the ribcage that I was working on for my skeleton, I found it incredibly difficult to work with the two different sides and getting them relatively symmetrical, whereas I think this would have been a lot easier with a virtual mirror. Thanks for posting, MTB . I really want to master box modeling techniques and be able to make a head in 35 minutes (like Ambient Whisper) instead of 3.5 hours.

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markw
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posted 02-28-2004 11:44 AM     Click Here to See the Profile for markw   Click Here to Email markw     Edit/Delete Message   Reply w/Quote
I would not use Virtual mirror per-se so much as the mirror concept. I find the virtual mirror implementation to be a little dicey.

Why not just loop-cut half the model, work on 1/2 for 15 minutes and then mirror, look, and repeat ?

Just an idea.

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DoctorStopMo
Member
posted 02-28-2004 12:17 PM     Click Here to See the Profile for DoctorStopMo   Click Here to Email DoctorStopMo     Edit/Delete Message   Reply w/Quote
Well, 2 things there: first, I almost always find that after mirroring, I've made my model too wide. The one half looks great, but then when it's mirrored, the whole thing looks too fat. That means tweaking, and when I'm working with a very point dense mesh, that's a real pain in the neck. Secondly, I believe you once said that my models very often "suffer the obvious centerline." It's obviously necessary to weigh the cost in terms off effort in implementing it against the payoff, i.e. convenience in modeling. This might not be worth it in the long run - only Steve could say. I agree it's not a critical feature...but it'd be nice .

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Mahlikus-The-Black
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posted 02-28-2004 06:20 PM     Click Here to See the Profile for Mahlikus-The-Black   Click Here to Email Mahlikus-The-Black     Edit/Delete Message   Reply w/Quote
See thats funny. I think that even though it is a basic feature. It is one of the most important...next to extrude and cut. EVERY part on mt robo was made with virtual mirror. Even the lower arm. Then, once the form is set, make the model one object and start working on needed asymmetry. It boils down to doing half the work, or to look at it another way, twice the work @ half the time. I couldn't work without it.

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markw
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posted 02-28-2004 08:58 PM     Click Here to See the Profile for markw   Click Here to Email markw     Edit/Delete Message   Reply w/Quote
I'm just saying that you don't have to use virtual mirror to get virtual mirror. just use a VIRTUAL virtual mirror. LOL.

Back even a year ago I know that some vector functions just didn't work right under the implementaion virtual mirror.

Shoot ... I used VIRTUAL virtual mirror under Nendo years before Wings3D even existed.

I keep my centerline happy and I get a performance boost by using the fastest VIRTUAL virtual mirror. 1/2 the polygons all the time.

I guess it really depends on where you are in the modeling process. At some stages the implementation virtual mirror is probably all good.

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noob123
Junior Member
posted 06-05-2005 01:42 PM     Click Here to See the Profile for noob123   Click Here to Email noob123     Edit/Delete Message   Reply w/Quote
I may sound like an idiot but how the hell do u make a model from a sketch without spending monthes??????

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noob123
Junior Member
posted 06-05-2005 01:44 PM     Click Here to See the Profile for noob123   Click Here to Email noob123     Edit/Delete Message   Reply w/Quote
come on is anyone even on????????

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Scott5114
Junior Member
posted 06-05-2005 02:09 PM     Click Here to See the Profile for Scott5114   Click Here to Email Scott5114     Edit/Delete Message   Reply w/Quote
First of all, this page nearly 1-1/2 years old. DoctorStopMo, for instance, is no longer active in the community.

Also, this is NOT instant messaging; it's very rare to get a reply in under 30 minutes at any forum.

And the answer to your question: practice, practice, practice

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noob123
Junior Member
posted 06-05-2005 06:32 PM     Click Here to See the Profile for noob123   Click Here to Email noob123     Edit/Delete Message   Reply w/Quote
oh, but how do u do it????

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noob123
Junior Member
posted 06-05-2005 06:34 PM     Click Here to See the Profile for noob123   Click Here to Email noob123     Edit/Delete Message   Reply w/Quote
i did not no it wasnt instant messaging, give me a break im only a 12 year old genius who has never used a forum......
:0

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noob123
Junior Member
posted 06-05-2005 06:36 PM     Click Here to See the Profile for noob123   Click Here to Email noob123     Edit/Delete Message   Reply w/Quote
i know i said i was a genius that was 12 years old but how do u send meshes to show people on this forum?????

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