Sat, Nov 23, 9:46 AM CST

Renderosity Forums / 3D Modeling



Welcome to the 3D Modeling Forum

Forum Moderators: Lobo3433

3D Modeling F.A.Q (Last Updated: 2024 Nov 20 6:14 am)

Freeware 3D Modeling Software Links:
Blender | Trimble Sketchup | Wings 3D | Anim8or | Metasequoia | Clara IO (Browser-based 3d modeler)

Check out the
MarketPlace Wishing Well, as a content creator's resource for your next project.

"What 3D Program Should I buy?" Not one person here can really tell you what's best for you, as everyone has their own taste in workflow. Try the demo or learning edition of the program you're interested in, this is the only way to find out which programs you like.



Checkout the Renderosity MarketPlace - Your source for digital art content!



Subject: Box Modeling vs... Box Modeling?


bloodsong ( ) posted Mon, 08 October 2001 at 6:36 PM · edited Sat, 23 November 2024 at 7:16 AM

heyas; once upon a time i learned a method of building models in which you draw a top/front/side view on the walls of your workspace (or the backdrop) and use that as a guide to build your model. the tutorial author said it was 'bill flemming's box modeling technique.' so i thought box modeling is where you draw the silhouettes on a box around your model. but i have seen some 'box modeling' where you start with a box and subdivide, and sculpt the box, and THAT is called box modeling. ainnit? so which one is box modeling?


cloudedInMystery ( ) posted Mon, 08 October 2001 at 9:01 PM

Box modeling is where you take a box, and then add detail from there. The other is poly by poly modeling where you create the polys, then move them into shape over a background images. Some ppl. just prefer to map their template image on a box.


RenderBeast ( ) posted Tue, 09 October 2001 at 1:45 AM

The 'bill flemming's box modeling technique.' should be the way Bill used to build his model in that tutorial Box modeling = subdivision modeling so it must be the 2nd one


MallenLane ( ) posted Thu, 11 October 2001 at 3:41 AM

Well from the way I understand it, I've always been using box modelling. I use Lightwave (LW. Box modelling in the general term, is where you start out with a very basic shape (not always a box) and you cut, smoothshift(LW), and move points around building outward as you go, and then detailing. The Sub-D Surf that to a final model Bill Flemming (from what I've read in articles; one here even) draws the model in polygon's 1-dimensionally. Then he pulls those vertices out into 3D space. Kinda like if you took half your model and flattened the point values to 0 on one axis. Seems like a complicated way to go about it, and hard to get multi-limbed figures his way; without a lot of planning and welding, or to build things made for animation. Some people also use the per-polygon method. There are examples of that for LW owners in Dan Alban's books. This is where you build sections of a face poly by poly, then weld those sections together. Its good I think for areas that are going to ahve a lot of detail, and need a certain style of topology. I've used it before. ML


bloodsong ( ) posted Thu, 11 October 2001 at 5:24 PM

heyas; okay, cool. i'm glad i'm straightened out, now. ;) now don't knock bill flemmings' method, that's what i use. drawing the silhouette and pulling out points is not any 'weirder' than pulling points around on a box to make a shape. ;) i dunno, i find it easier to start with the shape and then build the geometry, than to start with the geometry and build the shape. ya know? i look at a box and i have no clue what to do with it ;)


MallenLane ( ) posted Thu, 11 October 2001 at 5:30 PM

slice it with a knife and season it with extrusions. bake it to perfection.


cloudedInMystery ( ) posted Thu, 11 October 2001 at 9:24 PM

I saw the "Flat Method" being used to make a dino. In a side view (with an image of the dino as a template), the basic shape is layed out and then extruded into 3D where points are pulled around and so on. It looks like a decent way of modeling things.


bloodsong ( ) posted Fri, 12 October 2001 at 4:48 PM

heyas; i also prefer the add-on method of sculpting (molding in clay) rather than the subtractive method (chiseling, etc). if i started chiseling a block of marble, the best i'd end up with is a pile of marble chips. :) i confess, though, i HAVE box-modelled some things. i used it for the rabbit lure for my falconry gear (after all, that's basically a block of wood dressed in fur! lol!), and i even used it to sculpt the torso of my latest figure. a very SIMPLE figure. for stuff with detail.... i'd be lost.


rockjockjared ( ) posted Sun, 14 October 2001 at 9:17 PM

I have a problem with the slicing method. Mainly that when you're dealing with complex models it's quite difficult to determine where you whould be creating the shape and where it should be positioned. But there are many objects that lend themselves to this extremely well! I guess that's why there are many different ways to create the same thing. What works for one, may not always work for the other. Jared


MikeJ ( ) posted Tue, 16 October 2001 at 11:04 PM

Wow, all these techniques! Am I strange that I like lofting curves?



rockjockjared ( ) posted Tue, 16 October 2001 at 11:20 PM

Naw...that's the one that I have problems with though! Just can't seem to get the curves right :) Oh well, maybe with practice I'll get it.


bloodsong ( ) posted Thu, 18 October 2001 at 5:46 PM

heyas; i like lofting okay, except when you try to make closed ends on something :/


MikeJ ( ) posted Thu, 18 October 2001 at 11:51 PM

I dunno aboyt LW, but Rhino is sometimes fickle about capping ends. Lofts require resolution, you know; they need a distinctive finality. Well, I'm still enamored of the rail/curve thingie, too. :)



bloodsong ( ) posted Fri, 19 October 2001 at 7:34 PM

heyas; but in rhino, if you dont want things to end in a point, you have to build the cap on separately. which i hate! and which is why i prefer netwrksrf. ;)


MikeJ ( ) posted Sat, 20 October 2001 at 2:17 AM

I have to say that sometimes in Rhino, I just simply can't get certain things to cap, for no apparent reason that I can see. shrug Rhino's kinda weird about booleans every now and then, too. Yeah, I know what you mean about having to close the thing yourself..... What's netwrksrf?



bloodsong ( ) posted Sun, 21 October 2001 at 9:00 AM

heyas; netwrksrf is... well, to me, its kinda like lofting in 2 directions at once. you build the horizontal and the vertical cross sections, and skin it. there's a tutorial on that at my goodie page. i think every program is kinda flaky about booleans. i tried to boolean union my glaucus body to its head, and that came out a TOTAL mess. (in lightwave.) but then again, i used a cone to cut the top off the daz jack o lantern and make a lid, and that came out splendidly. it depends on the meshes, i guess.


Tephladon ( ) posted Mon, 12 November 2001 at 2:54 PM

I guess no one uses splines which I find make very handy templates.


bloodsong ( ) posted Mon, 12 November 2001 at 7:06 PM

heyas; that's not true, teph. instead of scanning my horse head sketches on a grid, i drew splines on the grid as guidelines :) and netwrksrf uses splines as well.


Tephladon ( ) posted Mon, 12 November 2001 at 7:07 PM

Cool! Glad to see I am not the only one :)


Tephladon ( ) posted Tue, 13 November 2001 at 5:16 PM

The term box modelling as stated by mallenlane is a term that is generally used. What is more acurate and one that is least understood and the proper is primative modelling. When take a primative ie: box, sphere, cylinder or cone and you build from it. Some software even include advance primatives such as the torus but that is not a universal convention. In programming, there are dozens of ways to perform a single task. Many of the conventions are preferential but to goal remains the same.


Tephladon ( ) posted Tue, 13 November 2001 at 5:16 PM

I'm sorry, least mis-understood


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.