sketchyjay
10-17-2003, 05:50 PM
I am hoping to compile a complete a list as possible of all the various modeling methods and to put links to examples (wireframes), tutorials, VTM(video training) and any other resource that might be related. These will not all be LW specific but I will list the tools to achive the same results in LW (if tools don't exist in LW I wont list them.... I've yet to run into this problem however.)
I'll keep this 1st post updated with resources as we find them.
There are two general schools of thought on where to start when modeling. Volume modeling and detail modeling.
The goal of either method is to generate a clean mesh that deforms well for animation. These notes are for modeling and should be considered for any modeling method
Bay Raitt on efficcient modeling
http://cube.phlatt.net/home/spiraloid/tutorial/
Here is a list of general info on topography of a great mesh
http://www.cgtalk.com/showthread.php?s=&threadid=38469
http://www.metagons.com/wiredepot01.htm
Here is an old newtek forum thread that had alot of pics and info on various 3d topography
http://forums.newtek.com/discus/messages/2/17979.html?1028046416
Notes on correct mouth topography
http://www.3dluvr.com/setherial/tutor/mouth/tutor01.htm
VOLUME MODELING
Also known as box modeling, sub-d modeling, metanurb modeling rarely. The benefit of sub-d modeling is that the detail is localized to exactly were you need it.
For all box modeling you will use alot of the smoothshift rightclick then size tools or the edge tools (http://www.dstorm.co.jp/dslib/modeler.html look for edge tool) Spin poly is used alot to get the flow right. Either way you also need to get familiar with symmetry mode, knife and Drag tool (a must know) and using bandsaw.
Ambient-Whisper's set of VTMs that show a full figure modeled using the box method. Done in Mirai the tools are available in LW. Smoothshift, bevel, bandsaw for most the most part. Edge tools and jigsaw would also come in handy for following these.
http://cglove.isp.st/zboard/view.php?id=community&page=1&sn1=&divpage=1&sn=off&ss=on&sc=on&select_arrange=headnum&desc=asc&no=12
good foundation but some errors
http://maxrovat.sns.hu/subdiv/
If you have been to this site they have a slight error on the subdivision modeling tip page. Once you have the form you do not subdivide to start detailing. that destroys the whole point of sub-d modeling, localized detail. What you do is cut in detail only were you need it. You subdivide only at the end to polish off your finished model.
Yoda box modeled. A mirai tut but putting imges in backgound of your windows would work. The edge tools or jigsaw (check www.flay.com) would emulate most of the techniques
http://www.brilliant-creations.com/yodatutp1.htm
GENERAL BOX SHAPE
The most common starting point
start with subdivided box
http://www.newtek.com/products/lightwave/contests/dec-02/winners/tutorials/model/Guldoni_Davide/index.html
3x3 subdivded box (userdelta)
http://www.newtek.com/products/lightwave/tutorials/modeling/head/index.html
box
http://www.newtek.com/products/lightwave/tutorials/modeling/headmodeling/index.html
Box model whole body head to toe (part of a book that is shown as same site)
http://cal.jmu.edu/ratner/tutorials/
box model whole body tut - for 3dsmax, but if you know LW tool set you can bandsaw and smoothshift alot of this with no problem. Edge tools would also be of great use with this (check flay.com)- BTW the head is a point by point method
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
ALT SHAPE
Using spheres, cylinders or other primatives.
Starting with a cylinder
http://www.stickman.de/content/stuff/process/tutorials/tut_select.htm
CUSTOM SHAPES
Some people use prebuilt shapes or entire bodies to build models from. Usually made by one of the other techniques. Some people will build a rough structure first then begin to sub-d details on to it.
ByteHawk's Box modeling Tut using what I call a complex box head
http://www.newtek.com/products/lightwave/tutorials/modeling/boxhead/index2.htm
Todd Grimes uses a semi Loomis head for those who have his DVDs
A Loomis for those who don't know was an illustrator in the 40s that put out great training books that broke down head measurements into the 5 eyes wide head and 8 head tall bodies we commonly refer to. He basicly divided up the head into a sphere and divided it up to show skull placement then extruded down about half the height of the sphere to form the jaw. these basic proportions are the staple of his heads. His books are mostly out of print but people keep copies alive on the internet. (see reference below)
DETAIL MODELING
Also known as point by point modeling or detail out modeling. In essence you start with a single tiny poly that begins as part of the eye and is extruded out using extender (http://www.davidikeda.com/) to form the eye then building outward until the head is done. The main benefit of this method is that an experienced modeler can build the exact flow he wants. To use this technique effectively requires knowledge of the head's volumes and a understanding of the flow of polys.
SINGLE POLY SHAPE
Point by Point head model. Extender is a must to follow this tutorial.
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
example #2
http://www.0nd.org/eng/tutorials/orc_modeling/blueprint_setting_1.htm
point by point method. use the knife or di's extender (http://www.davidikeda.com/) again to make rows of polys.
Xtrm3d did this animated gif to show his technique.
http://www.cgtalk.com/showthread.php?s=&postid=899158#post899158
PREBUILT SHAPE
others are use poly chopping. take a poly then knife and weld it into shape.
others have custome shapes (the guy with the 8 poly doughnut shapes he uses to start eyes and mouth with)
EXTRUSION MODELING
This modeling technique begins with a flattened shape. There are two general methods used to get to a final model. One is to use a flat polyshape and begin carving in the contours. Once that is done it is extruded to the rough size then finally shaped. This method is almost like making a custom primitive the one thing to note about this technique is that it leaves all the shaping until the end. The other method is to begin with poly and shape and carve as you go. The benefit of this modeling technique is that is starts with almost a drawing of the face that is then shaped making it easy to understand for most beginners. Understanding of the volume of the head is necessary to making a great model.
A poly outline of head divided by contour then extruded before shaping.
http://www.thehobbitguy.com/tutorials/polymodeling/index.html
building the entire face flat then shaping it after
There is also the poly tube to limb/torso method
SPLINE MODELING
Here we use splines to define the shape of the head. Splines can be used as a flat template from the side and front when put in the back layer. You can also outline the shape of the head then patch it with polys.
Usual outline then fill with patches
http://www.comet-cartoons.com/toons/3ddocs/facialmodeling/modeling.html
A 3ds Max tutorial but auto patching and a good knowledge of poly flow will help make a terrific model.
COMBO MODELING
These are techniques that combine the best of two or more other techniques or just go off in a completely different direction.
Larry Shultz's combined extrusion and sub-d technique. Single poly beginning but detailed using sub-d methods. This uses the best of both worlds. Knowledge of volume or a good reference image is very helpful. (see the starting the head VTM)
http://www.3dtrainingonline.com/support/
Another example with Cresshead showing his take on Larry's technique.
http://vbulletin.newtek.com/showthread.php?s=&threadid=9819&highlight=start+with+this+shape
This is a Prehistoric animal tut by Russell Gooday
http://creativedigital.bizhosting.com/Creative%20TutorialsPage.htm
A comination of box modeling and the extrusion method to build the entire body.
there is that person who did the street fighter models by sketching poly lines in then modeling in the character over them. It's kind of a spline technique but not... Still looking for links to topic.
Taking a technique from nurbs you can shape a mouth then extrude a tube out to form a head and neck. then sub-d shape it from there. But really this would require so much fixing as not to be more than an experiment.
Then you can model in hypervoxels
metaballs
LOW POLY GAME MODELING
The difference with low poly modeling is that you are trying to make a character with as few polys as possible and since they are going into a game engine the final model will usually end up as tris. Low poly is usually considered about 2-5000 polys although not long ago some were only 1000 polys.
Box out
custom shape out
tube to detail
trippled tube to detail
Using tubes to build body and box for head. Similar to sub-d modeling. Use edge tools to carve details.
http://3dtotal.com/team/Tutorials/benmathis/benmathis_1.asp
Using extusion methods
http://www.cgtalk.com/showthread.php?s=&postid=879420
Jay
I'll keep this 1st post updated with resources as we find them.
There are two general schools of thought on where to start when modeling. Volume modeling and detail modeling.
The goal of either method is to generate a clean mesh that deforms well for animation. These notes are for modeling and should be considered for any modeling method
Bay Raitt on efficcient modeling
http://cube.phlatt.net/home/spiraloid/tutorial/
Here is a list of general info on topography of a great mesh
http://www.cgtalk.com/showthread.php?s=&threadid=38469
http://www.metagons.com/wiredepot01.htm
Here is an old newtek forum thread that had alot of pics and info on various 3d topography
http://forums.newtek.com/discus/messages/2/17979.html?1028046416
Notes on correct mouth topography
http://www.3dluvr.com/setherial/tutor/mouth/tutor01.htm
VOLUME MODELING
Also known as box modeling, sub-d modeling, metanurb modeling rarely. The benefit of sub-d modeling is that the detail is localized to exactly were you need it.
For all box modeling you will use alot of the smoothshift rightclick then size tools or the edge tools (http://www.dstorm.co.jp/dslib/modeler.html look for edge tool) Spin poly is used alot to get the flow right. Either way you also need to get familiar with symmetry mode, knife and Drag tool (a must know) and using bandsaw.
Ambient-Whisper's set of VTMs that show a full figure modeled using the box method. Done in Mirai the tools are available in LW. Smoothshift, bevel, bandsaw for most the most part. Edge tools and jigsaw would also come in handy for following these.
http://cglove.isp.st/zboard/view.php?id=community&page=1&sn1=&divpage=1&sn=off&ss=on&sc=on&select_arrange=headnum&desc=asc&no=12
good foundation but some errors
http://maxrovat.sns.hu/subdiv/
If you have been to this site they have a slight error on the subdivision modeling tip page. Once you have the form you do not subdivide to start detailing. that destroys the whole point of sub-d modeling, localized detail. What you do is cut in detail only were you need it. You subdivide only at the end to polish off your finished model.
Yoda box modeled. A mirai tut but putting imges in backgound of your windows would work. The edge tools or jigsaw (check www.flay.com) would emulate most of the techniques
http://www.brilliant-creations.com/yodatutp1.htm
GENERAL BOX SHAPE
The most common starting point
start with subdivided box
http://www.newtek.com/products/lightwave/contests/dec-02/winners/tutorials/model/Guldoni_Davide/index.html
3x3 subdivded box (userdelta)
http://www.newtek.com/products/lightwave/tutorials/modeling/head/index.html
box
http://www.newtek.com/products/lightwave/tutorials/modeling/headmodeling/index.html
Box model whole body head to toe (part of a book that is shown as same site)
http://cal.jmu.edu/ratner/tutorials/
box model whole body tut - for 3dsmax, but if you know LW tool set you can bandsaw and smoothshift alot of this with no problem. Edge tools would also be of great use with this (check flay.com)- BTW the head is a point by point method
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
ALT SHAPE
Using spheres, cylinders or other primatives.
Starting with a cylinder
http://www.stickman.de/content/stuff/process/tutorials/tut_select.htm
CUSTOM SHAPES
Some people use prebuilt shapes or entire bodies to build models from. Usually made by one of the other techniques. Some people will build a rough structure first then begin to sub-d details on to it.
ByteHawk's Box modeling Tut using what I call a complex box head
http://www.newtek.com/products/lightwave/tutorials/modeling/boxhead/index2.htm
Todd Grimes uses a semi Loomis head for those who have his DVDs
A Loomis for those who don't know was an illustrator in the 40s that put out great training books that broke down head measurements into the 5 eyes wide head and 8 head tall bodies we commonly refer to. He basicly divided up the head into a sphere and divided it up to show skull placement then extruded down about half the height of the sphere to form the jaw. these basic proportions are the staple of his heads. His books are mostly out of print but people keep copies alive on the internet. (see reference below)
DETAIL MODELING
Also known as point by point modeling or detail out modeling. In essence you start with a single tiny poly that begins as part of the eye and is extruded out using extender (http://www.davidikeda.com/) to form the eye then building outward until the head is done. The main benefit of this method is that an experienced modeler can build the exact flow he wants. To use this technique effectively requires knowledge of the head's volumes and a understanding of the flow of polys.
SINGLE POLY SHAPE
Point by Point head model. Extender is a must to follow this tutorial.
http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp
example #2
http://www.0nd.org/eng/tutorials/orc_modeling/blueprint_setting_1.htm
point by point method. use the knife or di's extender (http://www.davidikeda.com/) again to make rows of polys.
Xtrm3d did this animated gif to show his technique.
http://www.cgtalk.com/showthread.php?s=&postid=899158#post899158
PREBUILT SHAPE
others are use poly chopping. take a poly then knife and weld it into shape.
others have custome shapes (the guy with the 8 poly doughnut shapes he uses to start eyes and mouth with)
EXTRUSION MODELING
This modeling technique begins with a flattened shape. There are two general methods used to get to a final model. One is to use a flat polyshape and begin carving in the contours. Once that is done it is extruded to the rough size then finally shaped. This method is almost like making a custom primitive the one thing to note about this technique is that it leaves all the shaping until the end. The other method is to begin with poly and shape and carve as you go. The benefit of this modeling technique is that is starts with almost a drawing of the face that is then shaped making it easy to understand for most beginners. Understanding of the volume of the head is necessary to making a great model.
A poly outline of head divided by contour then extruded before shaping.
http://www.thehobbitguy.com/tutorials/polymodeling/index.html
building the entire face flat then shaping it after
There is also the poly tube to limb/torso method
SPLINE MODELING
Here we use splines to define the shape of the head. Splines can be used as a flat template from the side and front when put in the back layer. You can also outline the shape of the head then patch it with polys.
Usual outline then fill with patches
http://www.comet-cartoons.com/toons/3ddocs/facialmodeling/modeling.html
A 3ds Max tutorial but auto patching and a good knowledge of poly flow will help make a terrific model.
COMBO MODELING
These are techniques that combine the best of two or more other techniques or just go off in a completely different direction.
Larry Shultz's combined extrusion and sub-d technique. Single poly beginning but detailed using sub-d methods. This uses the best of both worlds. Knowledge of volume or a good reference image is very helpful. (see the starting the head VTM)
http://www.3dtrainingonline.com/support/
Another example with Cresshead showing his take on Larry's technique.
http://vbulletin.newtek.com/showthread.php?s=&threadid=9819&highlight=start+with+this+shape
This is a Prehistoric animal tut by Russell Gooday
http://creativedigital.bizhosting.com/Creative%20TutorialsPage.htm
A comination of box modeling and the extrusion method to build the entire body.
there is that person who did the street fighter models by sketching poly lines in then modeling in the character over them. It's kind of a spline technique but not... Still looking for links to topic.
Taking a technique from nurbs you can shape a mouth then extrude a tube out to form a head and neck. then sub-d shape it from there. But really this would require so much fixing as not to be more than an experiment.
Then you can model in hypervoxels
metaballs
LOW POLY GAME MODELING
The difference with low poly modeling is that you are trying to make a character with as few polys as possible and since they are going into a game engine the final model will usually end up as tris. Low poly is usually considered about 2-5000 polys although not long ago some were only 1000 polys.
Box out
custom shape out
tube to detail
trippled tube to detail
Using tubes to build body and box for head. Similar to sub-d modeling. Use edge tools to carve details.
http://3dtotal.com/team/Tutorials/benmathis/benmathis_1.asp
Using extusion methods
http://www.cgtalk.com/showthread.php?s=&postid=879420
Jay