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Most efficient method of modeling ?
show user profile  geoxile
This is for low poly stuff, to go into a game. Would box modeling be better or starting from a plane?
read 852 times
2/3/2011 4:31:05 AM (last edit: 2/3/2011 4:31:05 AM)
show user profile  LionDebt
Is it easier to eat rice with a spoon or a fork?

Edit: might as well be constructive with this. It's easier to eat rice with a spoon but the majority of people use forks. Let us not even consider the crazy |337 crazy chopstick cowboys out there. And if this analogy is too thick for you, get out your knife and know that there is no correct answer to your question. Keep it low-poly, 100% quads, the product you end up with shouldn't betray the method through which it was created. I personally prefer plane modelling (using edge extrude, cut, connect, bridge etc...)
read 852 times
2/3/2011 4:32:26 AM (last edit: 2/3/2011 4:40:31 AM)
show user profile  geoxile
I use chopsticks man. And I don't think ease is part of the equation, at this point it could go either way for me though I feel I'd have more control over detail with plane modeling.
read 848 times
2/3/2011 4:36:12 AM (last edit: 2/3/2011 4:36:12 AM)
show user profile  timpa
1. Make a box.
2. Remove everything that isn't your model.

Marvel :D

Seriously, plane modelling is going to lead you towards a more fine tuned result.
In low poly every edge matters, and if you start with a randomly segmented box you've already given yourself edges you didnt control in places you might not need them.


read 846 times
2/3/2011 4:39:44 AM (last edit: 2/3/2011 4:39:44 AM)
show user profile  LionDebt
Damn, you chopstick ninja's replied before I got my edit in.
read 842 times
2/3/2011 4:41:08 AM (last edit: 2/3/2011 4:41:08 AM)
show user profile  timpa
100% Quads?

WOuldnt you have more control over tri's?
Every Quad is just 2 tri's together. Drop the opposite verts the same way and your flat quad is now two tris hinged across a badass crease :)


read 833 times
2/3/2011 4:53:57 AM (last edit: 2/3/2011 4:53:57 AM)
show user profile  LionDebt
I assumed low-poly game models would make use of normal maps, and as far as I am aware, MudBox (maybe Scultpris and ZBrush also) require your model to not have any triangles for decent subdivision?

Anyways, it's 4am here... g'night australia!
read 828 times
2/3/2011 5:06:46 AM (last edit: 2/3/2011 5:06:46 AM)
show user profile  jareu
hexagons. fucking hexagons.



He who says it cannot be done is interrupting the man doing it.

read 820 times
2/3/2011 5:49:16 AM (last edit: 2/3/2011 5:49:16 AM)
show user profile  Sir_Manfred
Box modeling, plane modeling, spline modeling... whatever man, just combine them all. Use what you need for what you need it for. In the end, its all just modeling.



Visit my Portfolio
http://www.Freds3D.com

read 810 times
2/3/2011 8:38:35 AM (last edit: 2/3/2011 8:38:35 AM)
show user profile  Garp
I'm with jareu!




read 807 times
2/3/2011 8:49:02 AM (last edit: 2/3/2011 8:49:02 AM)
show user profile  Mr_Stabby
1 quad = 2 triangles fyi, you can edit their triangulation as an epoly if its THAT low poly

read 792 times
2/3/2011 12:20:26 PM (last edit: 2/3/2011 12:20:26 PM)
show user profile  jStins
I assumed low-poly game models would make use of normal maps, and as far as I am aware, MudBox (maybe Scultpris and ZBrush also) require your model to not have any triangles for decent subdivision?

It's true that many game assets use normal maps generated by sculpting the base mesh to a high level of detail and need to be able to subdivide effectively (quads). It doesn't matter if the final game model has quads once the normal map has been generated though. Ultimately a triangulated mesh will give you the most control over the countour and silhouette of the surface. The model will be triangulated by the game engine anyway, so you might as well work with tris when finalizing the mesh that will go in game.

As for box modeling v. poly by poly... the other comments are correct. Use the best technique for the job. In general, I like to start with a volume (box model) if it's going to be super low poly, like an asset for an RTS. I think it's helpful to have the major volumes established first, then think about the most important contours that need to show in the silhouette. Poly by poly will definately give more control over edge flow for higher detail/poly subjects. Ultimately you should be comfortable with both techniques and their pros and cons. Then use the combination of techniques that will effeciently yield the best results.

-Joel


joelstinson.com

read 758 times
2/4/2011 12:34:09 AM (last edit: 2/4/2011 12:34:09 AM)
show user profile  Dave
To echo what jStins has said (and this is mostly for LionDebt, though geoxile may find useful)

There's no real law against subdividing triangles, quads are triangles, 2 of them! If you've got triangulation on your mesh in an area that won't pinch, then you needn't worry at all. Keeping everything quads for a high-poly mesh is a sure way to avoid issues, but if you know what you're doing you can "get away" with triangles.

Also, it's wrong to directly associate normal maps with sculpting applications. 90% of the normal maps I've created within the last 18 months have been from Photoshop only. From then on it's just a simple case of "Texture goes on object"... thus, "object" certainly doesn't need 100% quads.

Lastly, (for geoxile), to quote a truth already posted:

"Box modeling, plane modeling, spline modeling... whatever man, just combine them all. Use what you need for what you need it for. In the end, its all just modeling.


If you're working on something that you can show, post it up and get help. Every piece you do means your next piece will be better. (provided you learn from the previous one anyway!)



"I flew over Egypt once"

read 752 times
2/4/2011 1:03:33 AM (last edit: 2/4/2011 1:03:48 AM)
show user profile  9krausec
And just remember. It's always important to put hats on your models.. Finishes them off nicely..





- Portfolio-




read 728 times
2/4/2011 6:19:50 AM (last edit: 2/4/2011 6:20:09 AM)
show user profile  jStins
Also, it's wrong to directly associate normal maps with sculpting applications. 90% of the normal maps I've created within the last 18 months have been from Photoshop only. From then on it's just a simple case of "Texture goes on object"... thus, "object" certainly doesn't need 100% quads.

Agreed. I also see a lot of normal maps created from high poly geometry that is modeled completely independently of the game model (aside from matching proportion and silhouette between the two), particularly with hard surfaces. Just because it's a normal map doesn't mean it was sculpted.

I also agree that tris are not the nefarious evil creature that they are made out to be when smoothing a mesh. It's good to shoot for quads, but there are times when a tri will get the job done more efficiently (a pinched corner for example).

I also think that 9krausec brings up a good point, however I think the model could be more efficient without the useless bikini elements. It would look better and be more efficient. The hat IS absolutely necessary though. ;) -Joel


joelstinson.com

read 703 times
2/4/2011 10:42:21 PM (last edit: 2/4/2011 10:42:21 PM)
 
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