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DoctorStopMo Member |
I'd like to begin a general discussion on methods in modeling. A lot of people often ask me how I model, and though I usually don't have time to make long, detailed tuts, I can speak about my methods in relatively specific terms. I'm not 100% satisfied with the way I model, and I'm sure a lot of others on this forum feel the same way. I'm always open to new ideas if they make sense to me, and I'm definitely eager to find a faster way to model. I think this thread would be of value to everyone, and will get a lot of new ideas going if people participate. I hope that everyone can contribute in an educated manner as to the pros and cons of various modeling methods, and we can all emerge better educated as a result. My method: 1. General Method I am a point modeler. The Add Points tool is my best friend. Almost everything I do uses this tool, and I honestly can't see a better way to get shape and detail into a model. Once I have my edges all laid out in one of the viewports, I switch to another, and then move points to their precise locations, and once I have them where I think they belong, I Fill Holes from the Edit menu. Sometimes I make the faces and then move the points to their proper position in 3D. Occasionally, I draw and scan in my own refs to use, but since I find it hard to match up front and side views precisely when drawing, I do not recommend this method for extensive use. 2. Getting Started To get started, I usually begin with the Line Spline tool and just make one line spline, and then go to Build->Fill. This leaves two points in the work space when you go to Point Edit mode. I do this because you must begin adding edges from an existing point. You cannot merely begin adding edges in the workspace. An equally valid method would be to create a primitive such as a cube and then delete whatever points are not needed. I generally find the line spline the fastest, though. 3. Continuing Topology To continue the topology (the 3D shape of the mesh), I begin to draw out edge loops. Edge loops are contours that are important to the figure. This is where I begin my basic detailing. I always draw out the vital features first, and since I am a 2D artist first, I am very comfortable with this method. The points that I add here are not set in stone - they are just guidelines. Very often, when I begin adding edge loops to the mesh, I will need to add or delete points that I have created in this stage. The edge loops guide my modeling - they tell me where to go, what contours to follow, and tell me how to arrange my faces. By following the edge loops, I know that the mesh will come out okay in the end. I keep using the Add Point tool until I get two edge loops to meet. Then it is a question of making their points line up right. Sometimes I find that I need 6 points to make all my faces quads, and I only have 5. To remedy this situation, I often resort to my second favorite tool - the Kinfe. IMPORTANT: DO NOT TRY TO KNIFE EDGES! I have had many crashes and lost a lot of work trying to do this. Instead, just fill holes and then use the knife to create the correct number of points and make the mesh flow nicely with your quads. Once I get all my edge loops to meet, the model is finished. 4. Pros and Cons The biggest drawback of this method, however, is that it takes forever. The Rorschach WIP I have going currently (http://www.anim8or.com/ubb/Forum5/HTML/001723.html ) probably has about 4 hours of work per major update you see. Adding 10,000 points, no matter how you do it, takes time. The biggest plus is that it lets you get phenomenal detail. There is absolutely no resolution of detail you cannot achieve with this - I use it for low poly models as well as high poly, and I generally get the results that I am looking for. Other methods I have seen work great for low-medium resolutions, but they fail at the high end. There are some ways that this method could be made faster, which would definitely make this an even more attractive method. Anyway, that's a start - everyone else, I'd love to hear some educated discourse about modeling techinque! There are some strong box modeling proponents out there (like markw), and though I don't want this to turn into a 'my way is better' thread, I'd love to see the way that others make their models. Let's hear it! IP: Logged |
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strongbad Member |
Um, Doc: quote: Well, try this next time: Select the add edge/point tool and hold shift. Then click and drag to define an edge. Much more efficient. Oh, and please correct me if you were speaking of something else. -Tyson IP: Logged |
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flamingbs Member |
Woah, I never knew you could do that..... You learn something new every day i guess. Lol. BS IP: Logged |
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The Armenian Member |
Hey DSM, your methodology seems very similar to mine. Here is a little about my modeling methods. But first things first. I have different techniques when modeling different kinds of things. First I'll talk about organic modeling. Organic Modeling, theory I ususally use edge-loops to mean a lot of things. In organic modeling, I mean topology that follows the musculature.
Let me give an example to illustrate my point. The chin-mouth-nose(excluding the lips) area is usually built by having about 2-3 loops around the mouth itself then about 2 more that go from the sides of the nose all the way down the upper chin. The loop that starts from the nose is what I call the main one. I build that, then I use it as a reference for the other loops that are located inside. This speeds up the process a bit. I also like to build my meshes part by part. By that I mean, I build each major muscular isolation before the next. The thing I find important is building the volume before the little details, but that doesn't mean that I wait until the whole thing is finished to jump into the little details. Here is an example to illustrate what I am trying to say. The mouth area can be considered an isolation. So first I'll model all the loops and get the topology right, then once that part is finishd I do the little details. Anyway, I'll model that area while treating the mouth-chin area as though it's still just volume, then I jump into details once the eye-nose has the right volume. I like this method, because it allows for early look at the detail and topology flaws that might otherwise hold one back if he/she decides to add the little details later on. (Believe me, topology errors are much easier to fix early on) Drawbacks This was long, so that's it for now. I'll probably add more later on.
As a modeler I like modeling just about any type of objects. I am not limited to to organics or cars or anything else like that. I'll use cars for my explanation through this part. My method for cars if poly-by-poly. I use the add-point tool to get the basic profile right. It's very easy to overlook the poly count when modeling cars, and with higher poly-count comes more work for reducing bumps. Like organic models I like modeling cars part by part. Since most blueprints are already drawn with the right separations, this part is not hard. This is basically patching. The next problem is those sharp edges. Usually adding a run of edges right along the ones where you want the creases to be does the trick.
I can't really say more about this. The building is really similar to that of organic modeling.
It's not just the simple method that lets new users do simple models fast. It's also a good technique for building organic models and just about anything else. The former requires much knowledge about the topology of the object being built. This comes from my own experience. I've only built one face using box modeling that had a decent look(and loops (didn't post here), but I had good long hours getting the initial topology right. I don't have the experience to say more about this, but the robot I put in the wip forum was 100% box modeled.
[This message has been edited by The Armenian (edited 01-25-2004).] IP: Logged |
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uglytroll Member |
I'm of the edgeloops / box modelling team. I don't like the term box modelling, if it really is that..I prefer to call it "Mirai-friendly" .... I'll be quite brief (no time, indeed, have not read the thread, just answering your proposal) Basicly, I start with an octotoad -wings primitive, I also start with a cube, if it's mor familiar to you- and go extruding faces. For my basic puppet, that's all I do. Extrude. Well, mixing that with many other operations, mostly cut-edge, connect vertices, and the extrude from new faces...is what giving me the model. I think I like a lot, is that if I start a extrude, as I rotate with just middle mouse drag, I start an extrude, and I beguin rotating, so I see the effect of my extrude since all angles, till I finally click to leave it at some point. I can say an ordered way of my method. As I don't have it. I learned a lot of things, and use it as they suit to each model. But this goes by preferences. Some people prefer spline/nurbs modelling, others the Mirai aproach. And all is correct. I happen to go faster if I do like when I draw, seeing first a general mass of the body, and go detailing with new cut edges and extrudes, lifts, turns, bevels, insets, smoothing some selection of faces while keeping others low to not add disturibing extra faces at no needed places...well complex to synthetise. Imho this is the quickest method I have used. Also, when I needed to model something for real time game models, if they were inorganic, like weapons, etc, then I load an image plane, and another and use the two views. The way I do is preparing well the photos, or better hand made drawings with line guides to make them match. I scale the quads as needed in wings to make front profile (ie: eyes) match left or right profile. If not, wont be of much use... Anyway, I rather prefer for characters doing freely. If boss gets to heavy about it, I use then blueprints like with weapons, furniture, etc. Anyway, now, no boss. So far,I have used these methods: - Amorphium carving & smudging method (also with Zbrush) - Metaballs , metashapes modelling with Softy, Organica, certain tools of Metasequoia. - Point to point, edge to edge, face to face modelling with Metasequoia (you there can start at any point from space, but anyway, i really see it's slow method, in whatever the package, for basic volumes construction) - "Box modelling" in Max. - magnets, in Amorphium, Zbrush, Metasequoia - Edgeloop, and the free-form modelling in WIngs3d. And there I'll stay. I remeber it could take a week to make an sketch level hi res model with Amorphium, for example. More with any metaball modeller. IP: Logged |
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markw Member |
My Favorite Technique (it never lets me down and is very very fast) ... "Iterative Volume First, Detail Second Modelling. " This is Box modelling, keeping the shape low poly to begin with. This does not mean extruding boxes for arms, and legs ... unless you want to do it that way. They could be hexagons or amorphous shapes depending on your taste. Iterative simply means ... you only need approximations for the first hour(s) or so. Don't spend the first two hours on the head. Maybe 1/2 on a head (tops) then do the thorax (15 mins) hour, then legs and arms (another 1/2 hour) and then start picking spots on the model where the "VOLUME" does not look quite right. When I speak of volume ... and volume being accurate ... I mean that the change in the model's ACTUAL VIRTUAL VOLUME is minimal even after a single smooth (subdivison). Doing Volume first would mean your character might look quite "dough-y" "gooey" at the end of the first day with smooth muscle bellies and maybe even missing nose or eyes or something. But generaly speaking ... it should be somewhat complete ... although naked and without accessories. They idea is to NOT think lots about edge loops until the rough volume is in front of you. It does not mean ignore the flow altogther ... but let it take a back seat to getting the VOLUME RIGHT. A good modelling system should make it easy to redirect loops when it comes time for that. MOST IMPORTANTLY ... the edge loops can tell you NOTHING ! It is you who is supposed to tell the edge loops where to go despite what some prior reponses have said. Edgeloops are nothing mystical ... They are just used to create shape ... so general speaking ... so long as the shape remains exactly the same ... throwing out edge loops is all good. Only use edge loops the way you would a pencil. The reference images you use should be telling you where to draw new edges. The pleasure of 3D modelling is in learning what it takes to ReEngineer, graft, splice and dice both low and high-poly models. Being creative enough to keep your model from freezing up and becoming resisitent to change. ReEngineering is a big part of an iterative approach. IP: Logged |
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DoctorStopMo Member |
Strongbad: Thanks! That is incredibly useful! I will definitely be using this in future. Armenian: We agree on a lot of points in methodology. I also believe in volume before detail - sorry I didn't make that explicit. Also, when I model a profile or a head-on view (technically also a profile), I do model that absolutely correctly in 3D as I go. "In organic modeling, I mean topology that follows the musculature." This is also what I was referring to when discussing edge loops - it is the standard definition for organic models. The reason I more broadly used it in referring to contours is that mechanical items have edge loops, too, and in these cases, they follow important contours of the model. " eye-nose area. The "true edge-loop pattern" for this area is very tricky and I have yet to get it done successfully. In fact, I've seen a lot of head models that overlook that area (Yep, even at CGTALK). Just try to make and evil face by squizing your nose. You'll see lines going from the nose to the eye that a lot of models don't quite have right." This is actually because technically, this is an impossible area. The edge loop patterns fail for a reason. In one of the most brilliant edge loop essays I read (written by a guy who now works for WETA Studios), he says that this is an area where no topology can ever be truly correct, and so we must make some compromises in this area. Having worked in this area several times, I can verify that this is assuredly correct. The fundamental problem is that you have a topology that wants to go in two different directions at once. There's no true solution to this, so you have to make a compromise and deal with it. I don't follow your process when it comes to head modeling, however. I begin with the eye - in fact, this is true of all my organic models, even non-humans - and develop the eye socket from it. From there, I work on the nose, and connect the nose to the cheeks, then the cheeks to the mouth, mouth to chin, chin to neck, and join the edge loops of the neck to the trapezius and back muscles. The flow of the human body makes it quite beautiful to model. I do agree with you on the "part" modeling. The drawback I can see, and have seen in my experience, is that it is sometimes very difficult to preserve quad mesh topology. I try very hard to keep poly counts as low as possible, so I work with minimums of points on the profiles (the primary edge loops, as far as I am concerned), but sometimes no matter how you slice it, you need to add more points. I still think that relative to other possible methods, this keeps poly count exactly where it needs to be for a mesh that has all quads and no major disjoints in mesh topology. Perserving all quads does take significant investment in polygons, and has its own problems - it's a lot easier to mess up smoothing and get bumps and ridges in the model where you don't want them. To correct for this, I strongly advocate use of the flat shaded view, and it generally works better without the outline wireframe so that you can see where errors in topology are. As far as inorganic modeling, I think it's easiest to keep wires smooth and simple. I often like to knife details onto a mesh when it comes to things such as seams between metal panels. Since deformations do not usually require skinning, I generally think it's okay to have n-gons and triangles here. UglyTroll: I'm in the 'I'd have to see it to believe it' category. I just can't see how a mesh can be made by simple box modeling/extrusions. How do you make a pectoral muscle from extruded boxes, for instance? For myself, I would simply outline it with points/edges, position those points in 3D, and then fill in the gaps. I'll need a little more insight as to how complex shapes can be created with box modeling techniques. IP: Logged |
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dominic Member |
i use box modelling, i think it is better for getting basic shapes. Usually, when people think about 3d modeling, they usually think about someone viewing a sphere or cube in wireframe and morphing it by draging point. I find box modelling is good for beginners. dom IP: Logged |
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uglytroll Member |
hehe did you hear about somebody called Bay Raitt ? Well...he made gollum, or quite a big part of it...He uses Mirai, my adored package... Wings is similar to that in modelling. Indeed , what you'll see in following anim gifs is quite doable same way in Wings. Look, here he did put some gif animations about his type of modelling : http://maxrovat.sns.hu/subdiv/ click on "animated gif section" and let it load.(a while) I didn't look at any tut. I just watched that, got definitely inspired, I wanted to model like that, and did run to grab that new thing, Wings, and decided to give it a try. and wow, am I happy I did. I don't remember if it was 30 mins(most of them guessing the interface, had no doc, neither I like reading doc, Blender is forcing me to do so for first time), more or less, this was my very first thing done in Wings. I was already very experienced in Metasequoia and other modellers: Later on, it allowed me to make full sets of characters and inorganic models for real time games, as well as hi res models. All done in a company. Is not only extruding. Is a mix of lots of modelling tools, used over a winged edge structure, which is somehow more flexible than typical mesh. I much prefer it to Max, for modelling. So that's why what I evaluate higher in Blender, Anim8or, etc, are animation capabilities, so rare in free land. I meant that I base it all on extrude, meaning that well, what actually adds firstly the volume is extruding. Which imho in Wings is a powerful command. But saying it's all extrude, will miss it all. I have not a way to explain it in less than 3 chapters of a book (which I'd love to make and give away for free, if I get time and stability) There's not a "better" than other way of modelling, imho. All is in each brain. Is the concept what counts. best is your own hands and terracota (did so for 2 years) But this method is certainly quicker and faster for me.(may be wrong for others) Anyway, i don't think there's quite a method , strict one with wings, mostly each one picks its own style, as with many modellers. Someday Wings will have bones, but there's so much to build to get it be a full animation/rendering solution, after that. That's why i prefer to use each thing to what I think can be more an advantage..I don't know. hey , just an opinion. This could be completely wrong. ..now that I see...that yoda in his site...the proccess is similar to the way I was asked to do in the company, with image plane reference. And the refining method is similar to mine, of course, taking in cosideration he is a god in modelling. Btw, a quality model can be done with whatever the modeller/method. is the artist which produces it. [This message has been edited by uglytroll (edited 01-26-2004).] IP: Logged |
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DoctorStopMo Member |
Oops, Mark replied in the half hour it took me to compose my response to the others ."They idea is to NOT think lots about edge loops until the rough volume is in front of you. It does not mean ignore the flow altogther ... but let it take a back seat to getting the VOLUME RIGHT." I don't see that these two are mutually exclusive. In fact, what you're saying here is somewhat counterintuitive. The idea is that edge loops and volume work in unison - what is the point of edge looping if you have a model there already? Now if you were an animator, the obvious answer would be that it aids in mesh deformation - but you're not, so I wonder why do you even bother adding the edge loops? The way I see it, edge loops are the way to get volume and shape right. "MOST IMPORTANTLY ... the edge loops can tell you NOTHING ! It is you who is supposed to tell the edge loops where to go despite what some prior reponses have said." I am going to have to take issue with this statement. If what you say is true, edge loops would be arbitrary and could in theory be arbitrarily placed. This is simply not the case. Study any two good face wires, and you will see marked similarities within their construction, regardless of facial features and regardless of general, broad topological issues, such as fat face/thin face. Edge loops are a vitally important aspect of modeling. As an instance, I will discuss the human form. The human form is not a glob of doughy or gooey volume that then has details on it - it is a set of muscles that flow and join to each other in very specific pre-defined ways. What you're talking about - just plopping polies wherever they look right - does no justice to the fact that there is a definite link between the various contours of musculature. I agree that I tell the edge loops where to go - but the edge loops define the model. That's how I can make a single edge looped face and then make a fat man from it, or an even skinnier man from it. They define the contours of the face in such a way that manipulation of their parameters allows a broad range of possible new shapes. "Edgeloops are nothing mystical ... They're just used to create shape ... so general speaking ... so long as the shape remains exactly the same ... throwing out edge loops is all good. Only use edge loops the way you would a pencil. The reference images you use should be telling you where to draw new edges." If you take a look at Rorschach in the WIP forum, the folds in the clothing and so on are all a result of edge loops and loop flow. He is defined by the edge loops - the rest is just drudge work connecting all the loops together. I generally do use my edge loops as I would a pencil, but my point is that they are a very important guide - and as evidence of that fact, I would refer you again to the similarity in topology between two different faces. I simply cannot see how you would maintain topology and remove the edge loops from Rorschach's coat - they are the coat! I will admit that your means of modeling does seem much quicker, though. Thanks for contributing your ideas! IP: Logged |
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uglytroll Member |
"They idea is to NOT think lots about edge loops until the rough volume is in front of you. It does not mean ignore the flow altogther ... but let it take a back seat to getting the VOLUME RIGHT." I truelly agree with this I learnt it via experience.
Is subdiv modelling, you control a low cage, and you learn to imagine how it'll be seen, often use shift tab to see it subdivided.
Indeed, I did so as i said , with terracota -clay- in fine arts, and in fact, only did apply what i knew of drawing. Is all the same. I add the edge loops at last, when you model with clay, you KNOW how edge loops (muscles, wrinkles) do flow, but you prefer to firstly, add the "metaballs" of clay till you have it shaped, even to detail. If the concept is clear in your mind, no fear. You're wrong in thinking that you dont animate so don't have to care about edgeloops. Some one will animate your model, don't forget, that's the main point of doing 3d, unless you plan to use it only as an sculptor whose models will never come to life... That orc, if I were to do it now (I'd do it much better, and use more than 1/2 hour) I'd follow without edgeloops for a while...I don't work in the second (subdivided mesh) , but in the first one, which yet don't have a correct edgeloop flow. I wouldnt mind that. Also, your hardware flies working with a low cage. At the end, sometimes I do some magnets, but not allways. I mean, I don't use to work on subdivided, if I do, I do at the very last moment. IP: Logged |
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The Armenian Member |
DoctorStopMo "I don't follow your process when it comes to head modeling, however. I begin with the eye" Funny that you mention it. Human heads are the only organic "objects" that I start modeling from the mouth. All the others I start from the eyes.
When modeling poly by poly, one actually starts with drawing the contours that are most vital to the shape of the object. Forgive me for saying, but I see it extremely inefficient to model volume poly by poly. It's useless to spent time modeling the volume without any regard to the edge-loop flow then spend time fixing the edge loops. Another thing is that, as DoctorStopMo already said, with poly-by-poly modeling the model IS the edge-loops. This is from the beginning and to the end. And also as he said, it's practically impossible to model those cloth folds without proper edge-loop flow (unless one is willing to have 3-6 times as many polies). It seems like box and poly modeling methods don't just differ by the work flow, also by how the model is progressed. Kind of like the two different kind of .jpg's - standard and progressive.
[This message has been edited by The Armenian (edited 01-26-2004).] IP: Logged |
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Top_Cat Member |
Box Modeling Do it. IT will save you alot of trouble. IP: Logged |
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strongbad Member |
Methods: For all organic objects(and cars) I use point by point modeling. For heads, I start with the outline of the eye and work my way out, detailing as I go. So, I detail before I make the basic volume. e.g., I will add little details to the eyes such as the wrinkles, before defining the cheeks. I try to keep my edge loops running correctly whilst moving further out. This is ideal considering it is very hard to fix broken edge loops afterward. But, this method will differ when I point by point model for cars. I define the basic car frame and then detail. I will usually add details like the grills, lights, and grooves over the basic shell. For non-organic objects I use a box modeling method. I would never do anything organic with box modeling, I dont see how you could define any edge loops through that method. pros and cons: When using either method, I usually start with references for every plane possible. But sometimes I rely on basic anatomy knowledge if I want to create something completely original. Ok, that was just an explanation of my modeling methods..hope it helps some people in understanding different modeling theories. IP: Logged |
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uglytroll Member |
Box modelling is not Mirai's way of modelling. The "edgeloop for later" is not an stupid way. Is not a matter of rework things. Is just that when working on winged edge type of mesh, is dumb easy to carry the flow one way or the other. I change it in seconds. It has really powerful ways of connecting/cutting and "clay-ing" the geometry. It would have not less sense, for example, in Metasequoia or Max, where the mesh is like in most modellers. Have you had a look at the animated gifs of the Baitt's site I mentioned ? Point to point is many times slower. Less flexible too. I have modelled in a point to point style using Spatch (though those points were knots of a patch surface) , Hamapatch, and the older Quake Modeller, also in Metasequoia, (in fact, the quicker point to point I have seen till now) etc. I model now in a very little fraction of the time I did. In fact, this thing about time used, was already mentioned by stopmo, and also read in some of his model threads. I have modelled hundreds of models at a company, mostly inorganic, but also main players, other characters, for games, (and trust me, it was important to me, they fiercely gave the sack to another guy, speed/accuracy was essential)with Wings. Could have never get that workflow with point to point, though I know I am a quick modeller (said by my mates at work) ...someone called me the "model library", while he was using Max and Maya, (and me Wings/Ultimate Unwrap) was slower. However, I'm not usually very interested in chatting about modelling techniques, but in animation ones. Anyway, stopmo asked about others methods... IP: Logged |
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markw Member |
Dr said ... "I don't see that these two are mutually exclusive". (Speaking of Volume first vs edge-loops all the time). I never said Volume before Detail exludes thinking about edges altogther or until the very end. How much you think about them and at what stage is up to you. Edge loops certainly matter much less in the first hour and first day of a model (if doing BOX modelling) than they matter later. On the second and third days, loop become more and more important.
Seems to me that poly by poly approach keeps the modeller in an unfortunately safe place where they don't think about blending, re-engineering, merging, bridging, cloning, grafting ... and all the things that can at least temporarily crush edge-loops and force you to re-engineer them. Once you've been immersed in all the above parts of Wings3D/Nendo/Box Modelling ... controlling edge loops becomes like riding a bike. You don't need to think of how you manage to balance while you ride. You just do. Don't think. Do. IP: Logged |
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DoctorStopMo Member |
UglyTroll: That comment was specifically directed at Markw - he doesn't animate his models. I saw those animated GIFs, and I was impressed - very fast work. I would definitely consider adopting that method if I were given some guidance and appropriate software: those features are not (currently) available in Anim8or yet. Armenian: "Funny that you mention it. Human heads are the only organic "objects" that I start modeling from the mouth." This may be sensible advice, and I will consider it strongly next head I model. The reason is that it is hard to add a mouth with teeth and so on after the process has begun, and topology of the lip area is difficult to get absolutely right if you don't allow yourself enough points in your edge loops. A very valid viewpoint! Thanks for raising it. "uglytroll and markw, it seems like you guys don't do point-by-point modeling much if at all. All that you said applies almost exclusively to box or "Mirai-friendly" modeling." Indeed, I think they comprise our box model faction here I think it's important that we note the difference in views on edge looping between point modelers and box modelers. I don't think we're going to resolve the issue of how edge loops are important because we use them in fundamentally different ways. I think we should all reach the consensus that in box modeling, edge loops are secondary to the the overall shape, whereas in point modeling (and NURBS modeling, to be all-inclusive), edge loops are primary and quite central to the modeling process. Armenian said all the rest that need be said about point modeling, and I was very impressed by the conclusion of your statement, Armenian. I think we've discovered a great deal about the differences between point and box modeling from this discussion, things that I wouldn't have thought of on my own - and things that I think will help other modelers. Top Cat: Okay, I want you to model some folded clothing using box modeling in Anim8or. Let's see how much trouble it saves you. Markw: A very Yoda-ish thing for you to say: Also, for future, I would urge that everyone avoid loaded words like "stupid" - let's try to keep this discussion calm and rational. Words like that will just defeat that purpose IP: Logged |
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Raxx Member |
Hey, I saw my name mentioned at the verrrry bottom of this topic, so I got interested ![]() To tell you the truth, this topic is so long (in content), that I was disinclined to read any of it. However, I went ahead and read each of your first posts, a bit, anyway, so I'll go ahead and spew out my methods of modeling. Organic Modelling The Human Body- 1. I'd die without reference images. Well, not really. Either way, I make absolute sure that I have at least a side reference image for any and all models I make. I can model off of that with no prob, with organic models, that is. Well, it'd be tiresome to tell exactly what happens for the rest of the body...After the neck, I model the upper torso and continue on with the arms using the same method (except with the arms, front view is the primary). Then I work on the lower torso, then the back, and finally the legs. I hate modeling legs, for some reason...hands and feet are my foes. Either way, I usually get the job done with minimal damage on my side. I model clothing over the mesh. Many people would not bother making body parts hidden by clothing, but to me it is essential. Unlike anime, where the character wears the same thing over and over without change (usually), 3D characters can and will at times need a changing of clothes (well...exluding the Final Fantasy movie :P). ------------------------------- Generally, I use the same method for all my organic models. However, there is a method of which I'm sure many of you are familiar with, of enforcing edges to make sharper contours with subdivision modelling. In Anim8or, cars should always be made using sudvision modelling. At the same time, most cars need the sharp contours that polygonal modelling offers. Simply put, enforcing edges is making another layer of edges parallel to the ones that make out the contours, the just-made edges given more distance to make a smoother contour. This is a simple method, but for some reason many newcomers to edge/point/spline modeling still are left scratching their heads after I explain it to them. Since that borders mechanical modelling, I'll go ahead and talk about that. I find polygonal modeling superb with mechanical objects. Polygon by polygon, I create the details and contours I need. Box modelling does come into it quite a bit, with me resizing, extruding, and so forth with slightly primitive objects. However, that isn't to say I don't use the add edge/point tool. I use it more than any other tool still, for good reason. I don't like starting out with a "cube", "cylinder", or a "sphere". I enjoy starting out by making a primitive shape of the object I'll be making, using the add edge/point tool. Then I use the knife tool to the mesh's advantage, adding edges where needed to be extruded, or modified. This method, however, is probably not known to few, I'm certain many others use some form of it. Pros/Cons: I'm optimistic, I don't believe there's anything wrong with my style of modelling. I have developed to the point where I am a very fast modeler with little or no initiative. Give me a few hours with a thought, and I can make it a reality, given enough inspiration to do so. confession Unfortunately, I hardly have initiative or inspiration anymore, and if any, fleeting. I'm sure that if there was someone working right beside me with anim8or, collaboration or not, I would be turning out all sorts of stuff for the Anim8or users here to laugh and gape at. Ending Commentary: Well, I've just written a sloppy synopsis of how I model. No doubt I've left tons of my little secrets, hints, and methods out, so remind me if you see the lack of any Btw, I do draw, and draw well enough. I believe that being able to do a form of art as a prerequisite before and during modeling is a major advantage. I'll comment about your other posts once my head doesn't feel like wool. Comments and Questions regarding my methods, this post, or anything else about me, are welcome. [This message has been edited by Raxx (edited 01-26-2004).] IP: Logged |
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Bob_I_Ts Moderator |
im a lazy reader ive only read the first post so sorry if im butting in on any thing im not one for writing S.A's eaver . I like keeping infomation short and simple i will read the other post to promiss general method im have a habbit of still using an8 v0.52 tools but have and still am adapting to the newer tools getting started non reference models: for socket face i prefer to set with 6 points i leave the fine tweaking [moving of points] untill i have all the model parts joined reference model: first i would look at reference and try and imaging what is wireframe would look like to see if posible were spline>extrude or primitives could be used to make the shapes pros and cons another con unlike useing the newer tools is tools like extrude add edge donot generate any uv cords so you'l have to manualy build it from scratch but im lazy with textures [he shameless admits pros you get model exactly how you want [This message has been edited by Bob_I_Ts (edited 01-26-2004).] IP: Logged |
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markw Member |
The PROOF is in the Pudding. Yep ... I like that Dr. Dr suggests a commont reference image and a "proof of technique" model-off. We probably should not say its a "contest" ... more of a mutual agreement to just show how our various approaches work and stack up. I'd be willing to participate is there was a 2 week time limit. A 1 week would be better ... but I know some guys like to take time. Probably picking something fairly complicated would be good since it would allow us to og as far as we want with precision and polycount. And lets go with something fantastic and fun. Sci-Fi character or creature would seem par for the course ... but I might be up to space craft or a motor cycle or something wacky. Just as a point of Reference ... Ambient Whisper's links page used to lead to a plethora of cool other artist pages. Nothing wrong with using a know persons work as a reference. I always liked SpinyFinger's stuff. Anyone else have some links we could kick around as "possibilities" ? I'd say it's Dr's call since this thread is his call. I'd be very pleased if ... Bobbo, Rax, Dr, Armenian, Bobbit, and other participated. It should be by invitation at Dr's discression, but artist with proven skill ought be allowed in by Dr. That's my thoughts Dr. [This message has been edited by markw (edited 01-27-2004).] IP: Logged |
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uglytroll Member |
quote:
Having you used so much hours in Anim8r's modelling, I never doubt you, The Armenian,Masterofthe.., etc already use the best ways possible in Anim8or. I understood it was comparing methods in general. neither I wish anyone moving to Wings, no way... Wings does only modelling, all effort was concentrated on modelling side,mostly, having to deal with animation and render, etc, plus modelling, surely would have made it quite difficult to make it the modeller it is.
quote: At CG Talk, there are too many samples of both types of modelling in excellent quality. Some of them incredible. And also there's also the opposite povs, spline-pacthes modelling, or nurbs, as more a Mirai like approach. But I said box modelling is not how I model in Wings, as I 've seen general tuts of box modelling characters with Max , and that's quite poor. I only wanna stress the point that...well, what i meant is that spline modelling, nurbs, is often applied in gooing first to detail. This is a worng way to draw...is better start from a mass sketch. So is more safe that you wont loose proportions, neither will do hardworker detail to discover main proportions are wrong, after all that hard detailing. Box modelling (I mean, Mirai modelling) is more near to how I did when modelled with clay, starting with big volumens, and go refining. Nurbs werent of much use there. But I am mainly an illustrator, been more than 20 years working on it constantly. So is not that what is said in other forums, that people who draw tend to prefer spline-nurbs (or point to point) because is the drawn line-profile which counts...I draw a lot, and is not my favourite aproach. About your proposal, I'd love to. But already involved in too many things... concept work for a game, 3d models for several people, pixel art for old school game. If I do so I'll have to remove time from those who were first...
Anyway, I don't model over a concept I see errors on it...I may draw some fantasy creature or something...well, that would give me advantage...so, not. Also could make the concept for others to model. Anyway, I'd only model with Wings. Also, you wont prove a thing...Mirai modelling (Gollum, Treabeard, many other Tolkien's creatures in the film) is being used for films. Nurbs modelling is used for films. You wont prove nothing In the last case, this tests (seen others in other forums) by general conclussion, only prove whose better artist, not which is the better technique. Sure Picasso could do wonders with a stone over the floor, but he was picasso, not that he was using the best tool BTW, a moedlling exercise is always good for modellers, I do character concepts quick, so may do one if so. IP: Logged |
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DoctorStopMo Member |
Raxx: "In Anim8or, cars should always be made using sudvision modelling. At the same time, most cars need the sharp contours that polygonal modelling offers. Simply put, enforcing edges is making another layer of edges parallel to the ones that make out the contours, the just-made edges given more distance to make a smoother contour. This is a simple method, but for some reason many newcomers to edge/point/spline modeling still are left scratching their heads after I explain it to them." Hahaha, no wonder they don't understand what you're saying! When you explain it like that, you're making it unnecessarily complex. I know what you're talking about, and as I discussed with markw once upon a long time ago, the most critical thing about subdivision modeling is getting the relative smoothness or roughness of the model exactly right. The easiest way of doing this is extruding faces just a little bit for the hardest corners. I've never seen anyone do this in a tutorial (just comes from experience), but I think this is something that could be incorporated into the tutorial/method technique thing I proposed. Your methodology sounds very similar to what Armenian and I do, though generally, I begin with the front and not the side Bob_I_Ts: Your idea of trying to visualize the wireframe of a model before beginning to model it is great! I usually don't try and think of the wireframe beforehand, but rather get started and try and make sure the wire makes sense. I also find that I hit the Alt/E/l/l/Enter a lot. It'd be nice if Anim8or had more hotkeys - and this is definitely a command that I think needs hotkeying - that way no one has to use them, but more experienced users can have quick access to the features they really want. Markw: You're right, it's not really a contest, per se, but just a comparison of viewpoints. In addition, I think the tutorials generated by it would be of great help to users who want to see how good models are built, and will teach them a variety of techniques. Who knows? Maybe someone can come up with a brilliant way to combine the varying methods and come up with a hybrid modeling technique that gets the best of both worlds EDIT: Mark, I'm open to suggestions as to what to model - I have no particular preference. If you want to pick something go ahead! Also, the two week time limit seems reasonable, but I would consider even extending that - it's not that it takes too long to model, but a lot of people have time constraints and simply can't devote all that much time to CG. [This message has been edited by DoctorStopMo (edited 01-27-2004).] IP: Logged |
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Raxx Member |
DoctorStopMo: "The easiest way of doing this is extruding faces just a little bit for the hardest corners." Easiest, but most sloppy and inefficient way as well. Extruding does not give the best results when sharpening corners. Here's my lil' example: With just the cube subdivided: Enforcing the cube by extruding: Enforcing the cube using the knife tool: Enforcing the cube using the knife tool--A bit wider: Enforcing the cube using the knife tool---2x+ enforcing: For cars, this can be seen with my Lotus I made: I hope that clarified anything for you and those newcomers who were scratching their heads. [This message has been edited by Raxx (edited 01-27-2004).] IP: Logged |
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Jade Member |
The way i model depends on what i want to create. And that differs from object to object. The way i do it comes down to several points.
So the way i model is a combo of box and point editing, where i start out with a primitive and build from there. I don't ever use the subdivide mesh option, i rather use the convert to sub'd mesh option. This way you don't have to go back and forth to see the final result and your model stays low in poly's eventhough the outcome most of the time is stunning. The fishy i did is only 93k, but if i turn the mesh into 4-5 180 smooth angle, it gives a great result imo. The memory used when rendering it was, at one time, 700Mb+. Pro's are that you get a pretty highly detailed object which looks almost, if not, the same as the image you were thinking about. Con's are that it takes alot of time, especially when trying to find the images you need to complete that which you want to create. What i've noticed in most animations and short movies is that the textures make the model come to life. Not only the modelling. Most of the time you can't even clearly see what a model is meant to look like until the textures are applied. They make the model, creating depth and the final 3d look, imo. As for organics, i've tried a great many models no-one has and never will see, cause i don't think they're worth showing on the w.i.p. forum. So i've decided to stick to structures and movement of them (like the rope bridge, the castle and the winding path). Thanks to the tutorials on bones, especially the telescoping bones, i was able to make some simple animations and am now so far i can call myself intermediate in creating animations on certain objects which one could call realistic. (not meant to offend anyone or sound egocentric) I've tried spline modelling a few times, but i found it doesn't work for me, at least, not the way i want it to. The results don't come soon enough. I guess i don't have the patience TA and others have. I chose Anim8or because it's mainly on a what-you-see-is-what-you-get basis and when i model, i need that to not lose interest in the object i'm creating. Jade IP: Logged |
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wrench Member |
Hey! beginners, intermediates, you are witnessing the creation of the Anim8or modeling bible! Seriously, the techniques described in this thread are invaluable. Copy, paste and print it to your wall! IP: Logged |
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Top_Cat Member |
I'm going to make a bible for anim8or. put this in the archives...please. IP: Logged |
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Raxx Member |
Jade: "What i've noticed in most animations and short movies is that the textures make the model come to life. Not only the modelling. Most of the time you can't even clearly see what a model is meant to look like until the textures are applied. They make the model, creating depth and the final 3d look, imo." Gasp! Blasphemer! As for low-poly, it does become essential to model the mesh to compliment the texture, since details through mesh editing must be kept to a minimum. If you have, say, a low-poly head, and the character needs a dimple in his chin, you don't model the dimple itself (unless it's one of those big-faced cartoony type heads), you texture it using a shadowing technique. [This message has been edited by Raxx (edited 01-27-2004).] IP: Logged |
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johnar Member |
hey there. great thread. i won't say too much here, as its a little off-topic. if it raises replys, we'll start a new thread. Top Cat, an anim8or bible. thats a huge job for i person. i'll post a new thread with some ideas i had about exactly that.
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uglytroll Member |
-- edited, I went too off-topic in this one... [This message has been edited by uglytroll (edited 01-28-2004).] IP: Logged |
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DoctorStopMo Member |
Uglytroll: "This is a worng way to draw...is better start from a mass sketch. So is more safe that you wont loose proportions, neither will do hardworker detail to discover main proportions are wrong, after all that hard detailing." When I draw, I generally come up with an outline and then detail it. This is effectively what I carry over to my edge loop technique: just that it is not technically volume. The attention to detail does come early on, but I do not think this is necessarily a backwards way of doing it. I come up with the outline, and this forms the basis of what comes next. One of the fundamental differences between box- and point-modeling that we've come to realize in this discussion is that we differ in this point. I don't think one way is right and the other is wrong, because to view things in such black and white terms doesn't advance an understanding of modeling theory - rather, I think we need to view these differences as inherent within the technique of modeling. Perhaps the modeling exercise will help us bridge that gap and come up with an even better way that maximizes both speed and detail. "Anyway, if you propose an organic character (I did inorganic for money, lots, but I don't like it) I may enroll, don't know." You've got a lot of skill and a lot of experience - if you could spare us a little of your time, we would be much obliged. I myself am extremely busy with school and a job working for a game company, but I want to do this for the community and for my own enrichment, too. Even if you decide that you have to use Wings to model, seeing what features you use could be a helpful guide to features that Steve could consider adding. Everyone has to realize that adding features is not an easy thing, and given the time constraints Steve has, he should add only the ones that are most useful. Raxx: You used the wrong extrude I also totally agree with what you said about textures and modeling. For professional work, such as film, extreme amounts of detail are modeled, and extreme amounts of detail are textured. I personally like to model as many details as I can, and that makes the process of texturing (which I'm not very good at, and which I don't have the right software for) much easier. If Uglytroll can't do a box modeling session, are there any other talented box modelers willing to take his place? IP: Logged |
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Raxx Member |
DoctorStopMo: "You used the wrong extrude . You extruded connected, which is not where the value of extrude lies - you need to extrude unconnected, and the results will be better." In that example, I did extrude unconnected, or "single extruded". Had I group extruded, it would have resulted in a cube again, just a little larger. It is very easy to control which lines to cut, and which not to. Had I wished to, I could have easily made a lopsided cube/sphere out of that example. Same goes for any and all models I work on. It's just personal preference. Myself, I have no pity for my computer, I'd put it through the worst knots possible if only to make the mesh look better. High polycount is the way to go! It's all personal preference. Nothing special, and nothing not-special. IP: Logged |
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markw Member |
Shameless plug ... since you guys are all here ... just wanted to let you know I've added some first Rate Magnet Operations to ManifoldLab. I think they work better than in Wings3D and definately will be much better in a few more weeks. I got a video link over there. Come back to the ggaliens place guys. Nuf said. Back to technique. Spongebob says .... TECHNIQUE ... TECHNIQUE. LOL. Too much Spongebob. [This message has been edited by markw (edited 01-27-2004).] IP: Logged |
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uglytroll Member |
quote: Thanks
quote: Truely, I don't see where it could apply. The technique is too diferent(different<>bad). I hardly see only the common point on the concept which comes from the brain(drawing), that at last is the same. Anyway, no time. Yesterday poped up in my email somone who I thought had forgotten certain collaboration. Now, really tied. However, one day I may make a concept drawing for in case someone wants to use as modelling exercise. Anyway, I think you're all very ensured on your modelling methods (as I am I like to share artwork methods, tutorials. But when I have not so much worries in my head, sorry.
quote: I prefer not to distract Steve from animation IP: Logged |
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DoctorStopMo Member |
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