| 04-22-2004, 11:28 PM | #1 |
is it possible to box-model and yet still be able to animate for the warcraft engine? |
| 04-23-2004, 02:41 AM | #2 |
yes, however in my opinion, plane modeling is very good for warcraft models due to the ability to build a unit poly by poly. I start with a box, mirror it as an instance, delete all but the top face and then pull out individual faces from the edges. Also, its easier to triangulate my model because I can mold him better. I learned that from kdub (his little modelling video). |
| 04-23-2004, 04:49 AM | #3 |
Thats working good. Ive used BM for the Onyx Templar. However, you need many changings on the box to make it look organic. |
| 04-23-2004, 10:51 AM | #4 |
WIP box-modeling, first time i tried at box-modeling ![]() |
| 04-23-2004, 02:29 PM | #5 |
hhmmm i usually box model though the stuff can litterally feel quite boxy, and i've tried the plane extrusion method and that made my models seem as if they were paper, i think the best way to do it is ith a diamond or a 4 sided sphere, it gives you the low polies while still giving a curve to whatever your working with. I can't remember but the guy who made all those item models, he's the only who talked about this, darkblood or something. |
| 04-23-2004, 05:14 PM | #6 |
@ Aznwhore, looks a bit too boxy ;), add some more vertices to it. Try to always extrude your last box and give it a next step in the shape and so on. Best is to start with a e.g. 10x10x10 box and 1,1,1 faces. Good Luck, keep going! Greetings |
| 04-25-2004, 01:14 AM | #7 |
update: <needs comments> ![]() ![]() |
| 04-25-2004, 01:22 AM | #8 |
I advise you not to use any smooth groups. But else, quite well! :D |
| 04-25-2004, 01:49 AM | #9 |
smooth groups? <need to add another word to my dictionary of model terms> |
| 04-25-2004, 11:33 AM | #10 |
You added smoothing didnt you? I suggest not to use any, first gives ya ugly faces and second it raises the polycount. btw what prog? Milkshape? Greetings |
| 04-25-2004, 07:07 PM | #11 |
hmm...not that i know of, only on the head <cube->sphere> it ends up to be about 554 polies |
| 04-25-2004, 10:22 PM | #12 |
wow, im revealing my noobness here.... but i have to ask. what do you use to get an exact poly count in 3ds max? ive been modeling so far blind, just trying to make sure that everything looks as primative as wc, no reall smooth features.... other sad thing is that all my models are box modeled o_O because i didnt know otherwise... though now i will have to try the other. i like your other samus better imo, but if you are just learning the other than :D |
| 04-25-2004, 10:59 PM | #13 |
Chest needs to be bigger, and maybe the arms afterwards. Nice box modelling. I've never done it before, so I don't know how hard it is. |
