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Anonymous No. 919249

Where are the good tuts about proper BOX modelling?
I have seen a couple of good guides on edge extrusion modelling (grant warwick's and bulgarov's tutorials are great), but I haven't found anything on box modelling, except for tor fricks tutorials, which are kind of limited because he has a very narrow aproach that's really fast and practical but very limiting stylistically. Any other tutorials, videos or written guides on this approach to modelling?

Anonymous No. 919251

>>919249
what seems to get done more and more and is solidworks -> remesh -> retopo. Otherwise you end up with a boxy mess that doesnt reflect how objects are actually produced

Anonymous No. 919253

>>919251
>solidworks
Is it like moi and fusion360? I find the results you get in those programs to be extremely generic and limited, though.

Anonymous No. 919256

>>919249
arrimus3d (youtube channel) has almost perfect, extremely long and high quality series on 3ds max, blender and general topology/modeling tips. literally covers everything from "what is an edgeloop" to industry standard. it helped me so much I donated to him just to give back.

Anonymous No. 919258

>>919253
The tools are not limited, it's you.

Anonymous No. 919262

>>919258
No, certain tools are better for certain uses. Subd is much more effective for semiorganic shapes, such as those of a car.

Anonymous No. 919327

>>919249
I think you might be looking for HardOps & Boxcutter, perhaps Hard Surface Modelling

Never heard of box modelling but I don't know a lot

Anonymous No. 919692

>>919251
Solidwasteoftime

Anonymous No. 919693

>>919327
Box modeling is basically hardsurface modeling.

Anonymous No. 919822

>>919693
It's more like a workflow where you start with a primitive as opposed to the workflow where you start with a face which faces you extrude.

Anonymous No. 919825

>>919822
U mean, like a primitive of a gun and just work from it? U can basically take any low poly shit and turn it into high detailed one then.