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Author   Topic : "post your fav organic 3d technique"
Probus
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Joined: 28 Jul 2001
Posts: 179
Location: Netherlands

PostPosted: Tue Nov 27, 2001 8:09 am     Reply with quote
Must be a simple question for all you 3d dudes out there. When you�re working with max or maya(or whatever you use), what are the best and most effective techniques for organic modeling?
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Darklighter
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Joined: 21 Feb 2001
Posts: 223
Location: L.A,CA

PostPosted: Tue Nov 27, 2001 6:00 pm     Reply with quote
right, i like to use whatever gets the job done fastest, usually box-modelling though.... nothing wrong with the occasional patch model in max or nurbs in maya
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Anthony
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Joined: 13 Apr 2000
Posts: 1577
Location: Winter Park, FLA

PostPosted: Wed Nov 28, 2001 12:58 am     Reply with quote
I don't think there's a best technique. I use point by point modeling in general, to build a basic mesh and then use Lightwave's editing tools to edit that and add geometry. Others use other methods. Experiment.
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Sukhoi
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Joined: 15 Jul 2001
Posts: 1074
Location: CPH / Denmark

PostPosted: Wed Nov 28, 2001 1:57 pm     Reply with quote
It definately depends on wheather you're doing animation og still imagery, I think.
With vertice (point by point?) modelling you have absolute control, but ofcourse it won't be as smooth and all, untill you "add" some subdivisions.

Sukhoi
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Probus
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Joined: 28 Jul 2001
Posts: 179
Location: Netherlands

PostPosted: Wed Nov 28, 2001 2:04 pm     Reply with quote
ok thanks, i mainly want to do still images, i tried subdiv surfaces in maya and several techniques in max. the maya head looked best though.
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