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There are several popular ways to create Polygon Models. No one way is the right way and most modelers become proficient in all of them. Very often it is about personal choice or even about how you were taught or which books you read when learning the craft. This section give you an overview of the main ways to create geometry and an insight into where to use the technique.

Where possible I have added link to places where you can see these styles in operation either in a book or training video.


 
3.01 Point by point



With this method of modelling you create geometry by adding points to create polygon faces then move the points to the correct place by tweaking them. In some programs like Lightwave you can copy and paste points which keep them roughly in the same plane. Some programs have tools that allow you to interactively add points by selecting a point on an existing model then sequentially adding more points until a new polygon face is created. With this method you can build up a model in patches or islands then stitch them together with a connect/merge/create polygon command.
This type of modelling lends itself to using background images as reference in various viewports.


Where to see this style in operation:
Inside Lightwave by Dan Ablan


 
3.02 Edge Extrude

 


Similar to point by point, this method involves selecting edges and using an extrude command to create new polygons. Starting from a single polygon you can vary quickly build up a detailed model.




 
3.03 Box Modelling
 

 


For this popular type of polygon modelling it is usual to start off with a basic primitive shape (often a box hence the name). Using a variety of tools (connect, split polygon, knife, split face loop, etc.) the modeller defines the shape of the model very quickly and with very few polygons. Once the overall proportions are defined it is time go do another pass splitting polygons, spinning edges, connecting/merging points (and a plethora of other tools) to get good edge loops and get nearer to the desired shape. It is not as easy to work with background reference images for this type of modelling.



Where to see this style in operation:
Bay Raitt gifs at spiriloid
Bay Raitt avi
-Martin Kroll has produced numerous time lapse videos showing this type of modelling in recent years.

Wikepedia definition of Box Modeling


 
3.04 Free Form Sculpting


 


Sculpting with brushes is one of the newer ways of creating flowing organic polygon models. MetaBalls have been around for a long time (two geometric shape that organically blend into one another but they never really created good edge loops or regular geometry.

More recently Alias implemented Sculpting Brushes in Artisan that allowed you to add depth to a mesh with a pre-set sculpting brush. Pixologics ZBrush has an entire tool set dedicated to freeform organic modelling with brush, alpha brushes, 2D and 3D tool all designed to push, pull, indent or elevate geometry. Add to this the even newer tool called ZSpheres that gives you the ability to join spheres together with a central link (which is actually more spheres) and then covert it to a very regular geometric model when needed.
A demonstration video released at the end of 2004 showed the way that ZBrush intends to go in that ZSpheres will go to the next level by allowing the modeller to define edge loops and edge rings with the aid of guides (The ubiquitous ZSpheres again)

Where to see this style in operation:
ZBrush Central URL http://www.ZBrushcentral.com has numerous example of this type of Modeling
Maya Artisan
See URL www.


 
3.05 Topology Brush

 


A very recent addition to the software Market SILO in version 1.3 introduced the Topology Brush. This allows the modeller to use a high resolution base model and draw new lines that will become new geometry when finished. The high resolution mesh can can from scan data or from a program like ZBrush that can handle multi million polygon meshes with ease (RAM permitting of course). This method gives you great control over where you want your edge loops to lie and allows you to localise detail by simply drawing it onto a very disorganised mesh in a very organised way.



Where to see this style in operation:
At Nevercenter the home of SILO
`Get into SILO`by Glen Southern - Training DVD from KURV Studios