Anim8or Community

General Category => General Anim8or Forum => Topic started by: RnDr FOX on February 29, 2008, 06:53:36 pm

Title: Types of modeling?
Post by: RnDr FOX on February 29, 2008, 06:53:36 pm
I am about to make a model and I was wondering what the best type of modeling would be. I have heard of box modeling, edge extruding, metaballs, and more. I was wondering how to do edge extrusion and metaballs but mainly edge also which would be the best?
Title: Re: Types of modeling?
Post by: hihosilver on February 29, 2008, 10:37:16 pm
First, metaballs is not possible with anim8or.  There's no metaball tool.  As for the modeling type, really I tend to use a combination of both.  It depends on what you're modeling.  For organics I tend to do edge extrusion, but sometimes for arms or fingers I'll use box modeling as well (extruding faces).  For edge extrusion, you can basically start with a flat plane, move the points where you want then start by selecting edges and using the edge extrude tool (http://www.anim8or.com/manual/4_object_editor.html#edge_extrude).  You can create edge loops this way and join points with "shift + l" or "edit>merge points".  Normally I use edge extrusion for organics, and box modeling for things that are more mechanical.  Sometimes that's not true though.  Just think about how they work and think about which would work best.
Title: Re: Types of modeling?
Post by: spicy on March 28, 2008, 12:36:16 pm
Why what does Metaball mean?
Title: Re: Types of modeling?
Post by: adamsbullock on March 28, 2008, 12:52:53 pm
http://en.wikipedia.org/wiki/Metaball
Why what does Metaball mean?
http://en.wikipedia.org/wiki/Metaball

I've had a go on it with an antiquated version of truespace - everything looks like the insides of a lava lamp though  ;D

I am about to make a model and I was wondering what the best type of modeling would be. I have heard of box modeling, edge extruding, metaballs, and more. I was wondering how to do edge extrusion and metaballs but mainly edge also which would be the best?

It depends what you're modelling.  use a bit of whatever makes the shapes look right - extrude, distort, spline, lathe away - then use point mode to get the finer proportions right.  For Organic shapes convert to subdivision.

My Philosophy:  Point mode solves most of life's problems.  For everything else there's throwing the computer out of the window and going to the pub.

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