better modeling techniques?
:: General :: CG News & Discussions
Page 2 of 2 • Share •
Page 2 of 2 •
1, 2
better modeling techniques?
First topic message reminder :
Good day mga ka CGP
Ano ba ang mas advantage na modeling techniques? polygon, patch, nurbs, spline or mesh modeling? i'm into polygon modeling right now and bihira lang magtry ng ibang methods sa max and napuna ko na merong mga downloaded models na kahit napakarami ng face counts e napakagaan nya lalo na ung mga cars. and pag merge ko is hindi naman ganun ka smooth ung model when i do test render pero pag inapplyan ko na ng mesh smooth oks na. gusto ko sanang malaman kung anong method ba ang ginamit dun? patch modeling? or spline modeling? nurbs?
sa polygon kasi madalas segmented ung curvature e and nagiging smooth lang kung dagdagan ng iterations ung smooth value nya or by using chamfer then damihan ung fillet segments (which defeat the purpose of minimizing poly counts, and papaano kung lower versions ng max, walang options ng pag-add ng segments sa chamfer)... or malamang mali ung method ko. paano ba ma-achieve ung smoothness ng curves sa max using polygon modeling? by converting the model to mesh? then apply mesh smooth? then add iterations value? bumibigat kasi ung file... i'm sure merong mas proper way to do it. thanks a lot in advance.
Good day mga ka CGP
Ano ba ang mas advantage na modeling techniques? polygon, patch, nurbs, spline or mesh modeling? i'm into polygon modeling right now and bihira lang magtry ng ibang methods sa max and napuna ko na merong mga downloaded models na kahit napakarami ng face counts e napakagaan nya lalo na ung mga cars. and pag merge ko is hindi naman ganun ka smooth ung model when i do test render pero pag inapplyan ko na ng mesh smooth oks na. gusto ko sanang malaman kung anong method ba ang ginamit dun? patch modeling? or spline modeling? nurbs?
sa polygon kasi madalas segmented ung curvature e and nagiging smooth lang kung dagdagan ng iterations ung smooth value nya or by using chamfer then damihan ung fillet segments (which defeat the purpose of minimizing poly counts, and papaano kung lower versions ng max, walang options ng pag-add ng segments sa chamfer)... or malamang mali ung method ko. paano ba ma-achieve ung smoothness ng curves sa max using polygon modeling? by converting the model to mesh? then apply mesh smooth? then add iterations value? bumibigat kasi ung file... i'm sure merong mas proper way to do it. thanks a lot in advance.

Guest- Guest
Re: better modeling techniques?
nice thread bro im also into max modelling na padahan dhan , kahit papano kailangan malaman ko ang difference between cad and max modelling , kaya ko imodel kahit ano sa cad even character and organics ,kaya nahihirapan talaga ako sa transition ngayon kailangan ko pa speed up ang max modelling ko hahay bakit ngayon kasi ng mamax he he he ito tuloy naninigas daliri , he he ..helpful to bro tnks sa mga max monsters ! 

3dpjumong2007- CGP Guru

- Number of posts: 1684
Registration date: 20/09/2008

Re: better modeling techniques?
thanks for all the replies mga bro and sir onel for the plugin info... definitely kung saan ka talaga sanay mas oks. hanggang ngayon hindi ko pa rin malaman kung ano ung advantages ng quad modeling sa 3 sides e hehehe or cguro pag character modeling na advantage ang quads for rigging purposes kaya until now hindi ko alam.
Guest- Guest
Re: better modeling techniques?
I'll go for poly modelling simply because it's the easiest.
they say mesh renders faster than poly because mesh has only 3 sides compare to poly which has 4. mostly poly muna and then convert nila sa mesh kung characters ang i-momodel mo....
Halos na try ko na lahat ng method ng max, from spline, nurbs, etc...peo poly modeling ang sa plagay kong pinakamadali. at ung nurbs ang tagal nyang magrender! naku wag mo na i-try yan! pwede pa ung spline modeling but then again you'll convert it din into poly later on....
and remember, if you want it smooth there's no other way but to add faces..
hope this helps, and good thread dude keits...
ganito ung mga thread na gusto ko e...ung may mapupulot di yung away lang ang kalalabasan..hehehe O.T. nako....
they say mesh renders faster than poly because mesh has only 3 sides compare to poly which has 4. mostly poly muna and then convert nila sa mesh kung characters ang i-momodel mo....
Halos na try ko na lahat ng method ng max, from spline, nurbs, etc...peo poly modeling ang sa plagay kong pinakamadali. at ung nurbs ang tagal nyang magrender! naku wag mo na i-try yan! pwede pa ung spline modeling but then again you'll convert it din into poly later on....
and remember, if you want it smooth there's no other way but to add faces..
hope this helps, and good thread dude keits...
ganito ung mga thread na gusto ko e...ung may mapupulot di yung away lang ang kalalabasan..hehehe O.T. nako....


torvicz- Sgt. Pepper

- Number of posts: 2720
Location: dubai, uae
Registration date: 01/10/2008
Re: better modeling techniques?
torvicz wrote:I'll go for poly modelling simply because it's the easiest.
they say mesh renders faster than poly because mesh has only 3 sides compare to poly which has 4. mostly poly muna and then convert nila sa mesh kung characters ang i-momodel mo....
Halos na try ko na lahat ng method ng max, from spline, nurbs, etc...peo poly modeling ang sa plagay kong pinakamadali. at ung nurbs ang tagal nyang magrender! naku wag mo na i-try yan! pwede pa ung spline modeling but then again you'll convert it din into poly later on....
hope this helps, and good thread dude keits...
ganito ung mga thread na gusto ko e...ung may mapupulot di yung away lang ang kalalabasan..hehehe O.T. nako....
oo nga bro... poly modeling is the easiest lalo na kung galing ka sa CAD modeling. napakadaling mag-adjust from CAD to max kung eto ung gagamiting mong method. compare to mesh never noticed it before na mas mabilis sya because of 3 sides only ang mesh... ang napansin ko lang bumibilis ang rendering ng mesh kung mag-add ka ng mesh smooth modifier on top of the stack palagi, and about sa poly modeling naman bro pwede ring e-triangulate. yup, mostly poly then convert to mesh ang method pero ang hindi okay ay nadadagdgan ung poly counts pag ung poly converted to mesh then after na may nakalimutan kang edit convert ulit to poly (kasi naka collapse na ung stack hehehe).
OT: pamatay ung punch line lol

Guest- Guest
Re: better modeling techniques?
kietsmark wrote:torvicz wrote:I'll go for poly modelling simply because it's the easiest.
they say mesh renders faster than poly because mesh has only 3 sides compare to poly which has 4. mostly poly muna and then convert nila sa mesh kung characters ang i-momodel mo....
Halos na try ko na lahat ng method ng max, from spline, nurbs, etc...peo poly modeling ang sa plagay kong pinakamadali. at ung nurbs ang tagal nyang magrender! naku wag mo na i-try yan! pwede pa ung spline modeling but then again you'll convert it din into poly later on....
hope this helps, and good thread dude keits...
ganito ung mga thread na gusto ko e...ung may mapupulot di yung away lang ang kalalabasan..hehehe O.T. nako....
oo nga bro... poly modeling is the easiest lalo na kung galing ka sa CAD modeling. napakadaling mag-adjust from CAD to max kung eto ung gagamiting mong method. compare to mesh never noticed it before na mas mabilis sya because of 3 sides only ang mesh... ang napansin ko lang bumibilis ang rendering ng mesh kung mag-add ka ng mesh smooth modifier on top of the stack palagi, and about sa poly modeling naman bro pwede ring e-triangulate. yup, mostly poly then convert to mesh ang method pero ang hindi okay ay nadadagdgan ung poly counts pag ung poly converted to mesh then after na may nakalimutan kang edit convert ulit to poly (kasi naka collapse na ung stack hehehe).
OT: pamatay ung punch line lol
hahaha, loko ka dude keits!

torvicz- Sgt. Pepper

- Number of posts: 2720
Location: dubai, uae
Registration date: 01/10/2008
Re: better modeling techniques?
patience and eat a lot pasta pizza hehehe

jeremy_torjack- CGP Newbie

- Number of posts: 76
Age: 22
Location: middle earth
Registration date: 16/03/2009
Re: better modeling techniques?
better modelling techniques outside max? depending on the type of genre, you can explore:
- rhino (organic arch'l), modelling software of choice by star architects like hadid, libeskind, foster, etc. although importing the model to max is very tricky, when properly done won't cause ridiculous rendertimes.
- zbrush /mudbox (characters, draperies, organic massings), the technique here is like sculpting using your digital pen. allows you to export low-res mesh plus hi-res maps. the hi-res maps will allow you to bake them into low-res mesh that when rendered in max (in a swift) fools you that the low-res mesh is looking like a high-res mesh. it's a modelling-texturing workflow in itself.
- rhino (organic arch'l), modelling software of choice by star architects like hadid, libeskind, foster, etc. although importing the model to max is very tricky, when properly done won't cause ridiculous rendertimes.
- zbrush /mudbox (characters, draperies, organic massings), the technique here is like sculpting using your digital pen. allows you to export low-res mesh plus hi-res maps. the hi-res maps will allow you to bake them into low-res mesh that when rendered in max (in a swift) fools you that the low-res mesh is looking like a high-res mesh. it's a modelling-texturing workflow in itself.

tutik- The Spy

- Number of posts: 1633
Registration date: 01/10/2008
Re: better modeling techniques?
sir tanung kom lang po anu po ba difference ng nurbs, mesh at poly sa 3dmodelling sa max? medyo baguhan pa lang po ako kasi sa max e... thanks

callow_arki28- CGP Apprentice

- Number of posts: 440
Age: 30
Location: manila
Registration date: 27/02/2009
Re: better modeling techniques?
found this over at cgtalk.com and i thought it would be nice to share it here. it explains a lot about good topology.
Subdivision Topology: Artifacts by The Guerrilla CG Project
Subdivision Topology: Artifacts by The Guerrilla CG Project
rockgem- CGP Newbie

- Number of posts: 117
Age: 30
Location: Cebu and Singapore
Registration date: 21/12/2008

Page 2 of 2 •
1, 2
Similar topics» Multi Sub Object Modeling: EDIT POLY
» Tile Roof Modeling in Max
» Organic Modeling plugins for SketchUp
» Help!: modeling wire frame furniture.
» 3ds Max Intro to Modeling: Using Bend, Twist, Taper & FFD Box
» Tile Roof Modeling in Max
» Organic Modeling plugins for SketchUp
» Help!: modeling wire frame furniture.
» 3ds Max Intro to Modeling: Using Bend, Twist, Taper & FFD Box
:: General :: CG News & Discussions
Page 2 of 2
Permissions in this forum:
You cannot reply to topics in this forum








