View Full Version : New at box modeling....
hrgiger
11-20-2003, 01:01 PM
I've been using Lightwave for a few years now but everything I've done up to this point has been point by point or spline based modeling. I'm really trying to learn box modeling and was hoping for some input. Here's a figure I started today and this is about half an hour of modeling starting from a box. The only thing I've used up to this point has been smoothshift and bandsaw (and of course move and drag).
Before I start adding in details and shaping everything up real well, I just want to hear if anyone sees a problem with my geometry thus far that will make it difficult to add detail later as I need it.
Also, it'd be nice to hear of some of the tools that you box modelers use most frequently (I have Dstorms add edges which I imagine I'll use quite often).
Anyway, here's where I'm at at 398 polys. I'm going for a spiderman type figure so I'll be adding fingers but no toes.
astro-sanchez
11-20-2003, 03:29 PM
hey hr
i started out modeling all my characters with the box way
i think the last one i did that way was that gremlin one
mostly i would just use drag,drag net,smooth shift
spin quads to get the flow right and add detail
now i've tried point modeling and i think it's much better then box well faster for me
so hope to see some updates :)
It's looking pretty good so far. PS keep us updated as you start to add detail.
~DD~Apocalypse
11-20-2003, 05:14 PM
what is box modeling?
hrgiger
11-20-2003, 06:17 PM
Box modeling is where you start with a box primitive and using tools like bevel, smoothshift, bandsaw, etc... to add detail to the mesh and shape it until you have something resembling what you're looking for.
There are many different ways to model, box modeling and point by point being probably the most common.
Libra-75
11-20-2003, 07:12 PM
I learned box modeling about 2 years ago. I donīt know if it is the best way to model things but it works for Me. I will probably try point modeling some day.
mamurphy
11-20-2003, 09:19 PM
I've done mostly box modeling. Probably because a lot of what I do can be mirrored on an axis and is not too intricate.
I have done a few head models, but I think a limitation of the box model is that it can get pretty heavy rather quickly with all the beveling, bandsawing, extending....
I'm likely to start expanding my horizons and force myself to model pt. by pt. It seems like I would get more accurate results faster that way.
I've been doing more Point modeling lately. It's good becuase it lets you go where ever you want.
cathuria
11-21-2003, 09:02 AM
I tried like heck to learn point modeling and my little brain just wouldn't clue into it -- and using splines can really kick butt, but at some point you still end up with a mesh that needs molding and detailing... which is exactly where you end up with box modeling. And I found userdelta's video on head box-modeling (at Newtek's tutorial collection) to be immensely useful.
One of the strengths in that method is to start with a box that is subD'd by three, that way you have a line of poly's spanning the center line and you model both sides at once in Mirror mode. I find not having a line down the center of my model's face allows for better shaping.
As for tools, I keep thinking about using edge tools or the tricky bandsaw plugins, but I always end up just using smoothshift and spinquad. Smoothshift helps me to keep my poly flow in line, so to speak, and ensures only quads are made. And creative use of SpinQuad can do alarming things in changing the shape and flow. I still consider myself a novice in the use of SpinQuad -- it's really a lot more powerful than most folks think.
j3st3r
11-21-2003, 12:17 PM
The best method is a very subjective matter. Box modelling is more like the sculptor style, where you create the rough form, and detail it, mostly locally. Spline modelling is just like the painter version, where you make outline sketches, then detail it out, point-by-point is a very direct way to model, it`s just like when one immediately detail the form without sketching.
Box-modelling:
Advantages: you have immediate feedback on volumes, proportions. In early stages you can make the form similar to the original subject. Very easy to build initial edgeloops
Disadvanatages: without the support of ngons in subpatch sometimes hard to manage the edgeloops, or edge cutting.
Spline:
A: Practically you lay out the contours of the character, and you can lay out the initial edge-loops. Easy to manage the resolution
D: in LW you have to rebuild your mesh, if you want to change the spline cage. Hard to see the proportions, because the splines doesn`t form a volume.
Point-by-point:
A: Immediate detail feedback. At early stage you see part of the resulting model
D: Easy to loose the proportions, easy to make loop-errors when connecting different parts.
Just few above. Personally I do think that box modelling works the best for characters, where the goal is to build a continuous surface with loops. The rest technique is perfect for the other types. But this is my personal preference, it works for me. But other combination works for others...
The main problem is that many artist try to hang on rules. And sometimes the rules are against their artistic style.
Good job hrgiger, I`m curious what will it become?
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