Method of modeling for my
method of modeling for my
Before you can decide which method of modeling works for you, it helps todo know exactly what options are available and how they work. Blender ofers a great set of Core tools todo make Whatever method you use as productive as posible. Here is a list of methods and tools for you todo consider as you start your next Project:
box modeling
Generally the easiest method when you first start learning. Youd be amazed by how Many things get their start as a Cube. Start by adding a pre-made primitive (usually a Cube, but can be any of the other primitives Explorer. Sphere, cone, tuve etc). Then extrude, deleete Edges and vértices as neded todo achieve your desired shape.
The use of box modeling is preferable if you are able todo conceive the desired shape in lesser amounts of detail in the beginning. Basically, you start by creating a basic box, then defining details as you carry on.
vertex pushing
Alos referred todo as point-to-point modeling.
This method requires more patience but allows for greater precisión, especially when creating Smooth Edge Loops for animation. Start with one vertex, extruding and/or adding vértices one-by-one, adjusting and refining your shape until your model is completed.
This method is in contrast todo the box modeling technique. It suits people who are able todo conceive the shape and details in advance, instead of adding details later.
curves
Allows you todo create Smooth shapes and complex geometry. Great for logos.
nurbs
One of the more dificult methods of modeling. You create patches that are then stitched together todo create Smooth seamless models. Great for Organic Modeling.
metaballs
Much like working with Clay. You add additional metaballs with varying influence (can be positive or negative influence) todo build up your model.
tools that can be used in conjunction with most modeling methods.
Extrude: [e key] vértices, Edges and Faces can all be extruded todo build your models.
Knife: [k key] can be used todo create additional Edges and Faces, useful in adding more detail once your basic model is created, vertex/edge/face select: (toggle buttons on the 3d window Header bar [looks like dots/line/triangle]) useful for selecting just the área you ned.
Loop select: [alt + Mb] allows you todo select an entire loop for modification, Subsurf: (subdivisión surfaces found in the modifiers panel of the edit buttons window) Subsurf Smoth the hard angles of your model, maintaining Low polygon counts while modeling.
There are actually Many more useful tools included within Blender, but these are the ones used most often. More información on Blender tools and methods, as well as various tutorialescan, of course, be found in the Blender wikibok found at:
Http://mediawiki, Blender.org/index.php/main_page.
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