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Surface or Box Modeling ???

Started by April 24, 2004 09:03 AM
1 comment, last by Rodrigo Russo 20 years, 9 months ago
I know that almost every 3D game already out is done by box modeling. But i couldn´t find anywhere why it is not useful to use surface modeling. Someone knows what´s the answer or where can i found some information about this? Thanks a lot and forgive my poor English. I am brazilian.
?? what do you mean almost every 3D game uses box modeling?

as far as I''m concerned, I''m only aware of box modeling in 3D modeling, and that''s not _used_ by a game. wht a game uses is the final mesh. box/surface modeling are just different processes to get that final mesh.
if you mean that almost every game characters are done by box modeling, well I''m not quite sure you''re right.

the results produced are the same, it''s just a matter of taste and how well you can visualize surfaces in 3D space. it might be harder for some people to just drop polysinto empty space and grow the mesh by adding polys than to start from a box and subdivide/displce it, as well as it can be the complete opposite.
I actually don''t like a lot box modeling, but that''s a personal taste, I feel better by directly building the mesh and "dropping" new polys in space than starting from a simpler shpe and subdivide it.

if by "surface modeling" you refered to spline/nurbs based modeling, then yes I don''t think it''s used a lot. simply because it''s pretty hard to control the surface as well as with polygon/box modelling, and to get acceptable visual results, you have to get a relatively high polycount compared to other methods. if you want to manually optimize the mesh, you''ll have to move the polys anyway. as spline modeling is more or less a pain in the ass (again, very personal opinion, some people might find it easier than other methods), why bother with it in the first place and not start directly with polygon/box modeling?

well that''s my opinion anyway, but I''m no expert at all, I only model characters/weapons in my spare time go give some humble tiny help to our artist , so I might very well be wrong, but that''s how I see it anyway.
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nurbs surfaces are high polycount..
they are generally more fiddly unless trying to get svelte super-meshsmoothed hipoly surfaces such as that of a high class sports car..

box modelling gives u a more exact representation of your polycount as u can see the edges of poly''s as u edit. not so for nurbs.. it works on calculating curves between points.. angular is harder to do in nurbs though not impossuble

..and basically box modelling was designed for ingame low poly modelling .. hence the tools u can use doing this method are more versatile.. box modelling tools are made to do ingame stuff

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