What is the easiest, fastest, a most efficient modeling method?

Which is the easiest modeling method to learn even for a beginner, is simple and can be preformed quickly, and gives a nice look and effect?
(Organic Modeling Method, for character modeling…)

Help Discussion!

What is the easiest, fastest, a most efficient modeling method?

Bahahahahahahahahaha!

This isn’t really a discussion forum, it’s a help forum, and the question you’ve asked is a bit like asking “what’s the best colour to use?”

Each to his own - “read, try and learn”.

Direct brain to computer uplink of course :slight_smile:

I dont know which method is best, but I know which learninig method is the easiest, fastest and it brings good results: reading/watching tutorials and then practicing, practicing, practicing…

You tell what the most fast, easiest and efficient way to build a house is and I’ll tell you what the most fastest, easiest and efficient way is to model.

But for now… learn to use the tools. You can’t build a house if you can’t use the tools now can you?

http://www.dedalo-3d.com/

Organic modeling, character modeling, is not easy nor simple nor can it be done quickly. With practice, it will become quicker, which will make it seem easier, but it will never be simple. Organic things are just too complicated.

There are two main approaches to modeling: box and poly by poly. I find poly by poly more flexible, others prefer carving a box. Either, in the hands of someone who knows what he’s doing, can give a “nice look and effect,” although a lot of the nice look is produced by texturing, lighting and compositing, rather than modeling.

If you are looking to get up to speed quickly, pick one or the other and concentrate on it. You may as well toss a coin to decide which.

Well, both questions have the same answer: Pay a professional…
But I want to be able to do it on my own…

OK, I realize character modeling isn’t something you can just be good at already… Some people can do it more easily than others… I’m not that bad, I just want to improve… Do you think I could improve with practice, and which method should I be using to practice… Something simple for starters, but has to be able to tell it’s a human…

Did that make sense? Any help you could provide would be greatly appreciated!!!

Try modeling props first. It can be fun. A coin, a nail, pen, pencil sharpner, astma inhaler. Start simple and experiment from there until you are certain that you feel comfortable when modeling.

http://www.geocities.com/kidbot1357/help2.PNG

OK, when I started out I just wanted the outline of the eyes, and then I would tweak the eyes later (I didn’t do they eyes yet…) I think I used too many quads, more that I should have, And I think the vertices on the side of the head are a little mis placed because they are randomly scattered… I tried to use sculp mode to fix it but I think I just made it more random by having places where vertices stick out a little more than the other, my eyes are having a hard time telling which vertices need to go where because when I look at it everything just mooshes together…
HELP!!!

I think it looks very good. Once you have this level of mesh density, tweaking vertices doesn’t have a real impact anymore. You are modeling poly by poly and this is a very hard method to use, although it is the method of choice for many professionals. Like I said, it looks good shape wise, but I can’t really comment on the topology because the mesh density is to high to make heads or tails of things.

If this is one of your first models, just finish all the way to the end. It’s the best practice you can get. Focus on finishing it, and not on making it perfect.

I agree with toontje. The only way to learn is by practice, and all practice, successful or not, still helps you learn. I find that, with my limited computing power, low-poly is really nice, and often a low poly object with a lvl 1 or 2 subsurf and a setsmooth can earn you the same results as something that is really high poly, except that it doesn’t freeze your computer.

How can I smooth out the shape though… The sides of the head aren’t as smooth as I would like, you can’t tell by looking at it though because it is very small… And I messed it up when I tried to sculpt the shape a bit…

find something really close that you like and stea…er…borrow it by asking them to post a .blend file in the guise of helping them by giving some focused critique, or by appearing to be confused by some problem you can’t tell from the screenshots. We do it all the time.

the answer to your question about smoothing it is you can’t do it easily. That is the woe of having such a high vert count, the secound it start getting very dense it becomes a monster of a chore to smooth it out.

As toonje suggested just wrap this puppy up. Its too big of a waste of time to strive for perfection with that many verts to move around. After you wrap this guy up start thinking more minimal when it comes to laying down your verts. Check out the tutorial on face loops … steal torqs picture and play around with them. Search for adrianna one ‘n’ or two can’t remember. You’ll notice the difference in the number of verts that they are working with and how everything stays relatively manageable. These faces almost smooth themselves.

Search for head or faces in the wip section and you’ll see some more examples of loops. But keep in mind how dense the verts are and you’ll stay on track.

You could try using ‘W’ … smooth or even the sculpt tool to smooth the side of the head.

I already tried the sculpt tool… I’ll try the smooth function in the specials menu (W)… EDIT: Tried it, seemed to work…

PS… I am going to try and remodel it later with less vertices…

PS… I am going to try and remodel it later with less vertices…

No need to… just like in a animation you have key frames and in between frames. Your model is the equivalent of 1000 frames between 2 key frames. A lot may be deleted without changing topology or shape. Just select edgeloops (in edge mode: alt + select a loop) then x>>delete edge loop. Do this a couple of times and you have a better view of your model.

I’m making another model, but I can’t get the eyes right… I need help on the placement of the vertices of the eye closest to the nose because of course in my reference image my eye ball covered the otherside of my eye and I don’t know how far to place them… I have tried looking at my eyes and the eyes of others but still not luck… HELP!!!
Also, does any one know how to make a good cartoon styled eye, like in Meet the Robinsons (it’s a Disney movie…)…
And also, how would I achieve a Anime styled character like this http://blenderartists.org/forum/showthread.php?t=95491 I know it how I would render it to get the affect like that and the texture, but what about the vertice placement?