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Old 29-05-2004, 10:28 AM   #1
neone
Registered Member
 
Join Date: Apr 2004
Posts: 102
Default some modeling questions...

Hi all
I got another question about modeling. It’s kinda hard to explain but I’ll try.
So far I tried some tutorials to help me out and that went smoothly.
But now I have been trying some things out myself and I tend to mess it up almost every time. I need a lot more practice and insight that’s for sure. But I am wandering about a few things.

First thing is the work you have to do before you model. I tend to just start up modeler and try to make whatever comes into my mind. But after a while I’m stuck most of the time cause of a messy or wrong wireframe. For instance I tried to make a car and I first made the frame without the windows. That went ok. But after that I decided to make the window out of the existing wireframe I have build up…so I wanted to close the hole I made. But there was a lot of difference in the points (the top of the hole had 14 points while the bottom had only 5). I tried filling it up and afcourse I got a terrible result :/.
This is just one example but things like that happen a lot when I try to do something.
Are there some tips with this working method or is this a no go in every way?
Do you really have to know everything before you build the model or are there some methods to do such changes while u are working on it?

Another question is about subpatching and combining it with non subpatching.
For instance you try to model a seat that is build up out of wood. The wood is bended so the seat and rail are combined. So I make a box with several segments and rotate the segments. After that I subpatch it and the result is good except for the sides of the box ( the thickness of the wood). Those are bended too but I don’t want that to happen. And Subpatching only a part of the box leaves you with holes. I know about the knife tool to make the curves smaller but I want it as sharp like a non subpatched surface. Any tips about that one is also very welcome

Thanks alot and cy later
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