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Topic : "post your fav organic 3d technique" |
Probus member
Member # Joined: 28 Jul 2001 Posts: 179 Location: Netherlands
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Posted: Tue Nov 27, 2001 8:09 am |
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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 member
Member # Joined: 21 Feb 2001 Posts: 223 Location: L.A,CA
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Posted: Tue Nov 27, 2001 6:00 pm |
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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 member
Member # Joined: 13 Apr 2000 Posts: 1577 Location: Winter Park, FLA
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Posted: Wed Nov 28, 2001 12:58 am |
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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 member
Member # Joined: 15 Jul 2001 Posts: 1074 Location: CPH / Denmark
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Posted: Wed Nov 28, 2001 1:57 pm |
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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 member
Member # Joined: 28 Jul 2001 Posts: 179 Location: Netherlands
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Posted: Wed Nov 28, 2001 2:04 pm |
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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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