<?xml version="1.0" encoding="UTF-8"?>
<rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:taxo="http://purl.org/rss/1.0/modules/taxonomy/" version="2.0">
  <channel>
    <title>topic Spline Modelling and Box Modelling in 3ds Max Modeling Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/spline-modelling-and-box-modelling/m-p/9114563#M6958</link>
    <description>&lt;P&gt;Not sure if I'm approaching Spline modelling wrong, but so far I'm not enjoying it compared to traditional box/poly modelling. &lt;span class="lia-unicode-emoji" title=":confused_face:"&gt;😕&lt;/span&gt; But I find that when creating a shape with Splines/Lines, I have a hell of a time trying to clean up the edges/vertices afterwards. The end result is always an n-gon and I have to spend time trying to figure out where best to cut into it and connect vertices to make everything quads. Whereas with box/poly modelling, I can start with a primitive made of quads and keep adding/removing geometry and move things around to get the shapes I want.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Or am I just approaching things wrong with Splines...?&lt;/P&gt;</description>
    <pubDate>Tue, 29 Oct 2019 12:58:49 GMT</pubDate>
    <dc:creator>t_smith5</dc:creator>
    <dc:date>2019-10-29T12:58:49Z</dc:date>
    <item>
      <title>Spline Modelling and Box Modelling</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/spline-modelling-and-box-modelling/m-p/9114563#M6958</link>
      <description>&lt;P&gt;Not sure if I'm approaching Spline modelling wrong, but so far I'm not enjoying it compared to traditional box/poly modelling. &lt;span class="lia-unicode-emoji" title=":confused_face:"&gt;😕&lt;/span&gt; But I find that when creating a shape with Splines/Lines, I have a hell of a time trying to clean up the edges/vertices afterwards. The end result is always an n-gon and I have to spend time trying to figure out where best to cut into it and connect vertices to make everything quads. Whereas with box/poly modelling, I can start with a primitive made of quads and keep adding/removing geometry and move things around to get the shapes I want.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Or am I just approaching things wrong with Splines...?&lt;/P&gt;</description>
      <pubDate>Tue, 29 Oct 2019 12:58:49 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/spline-modelling-and-box-modelling/m-p/9114563#M6958</guid>
      <dc:creator>t_smith5</dc:creator>
      <dc:date>2019-10-29T12:58:49Z</dc:date>
    </item>
    <item>
      <title>Re: Spline Modelling and Box Modelling</title>
      <link>https://forums.autodesk.com/t5/3ds-max-modeling-forum/spline-modelling-and-box-modelling/m-p/9114670#M6959</link>
      <description>&lt;P&gt;It would help to have a more detailed description of your workflow to answer your question. Can you provide a sample of a shape you are trying to create with line/spline and what you get for your first attempt at duplicating it and then the n-gon result?&lt;/P&gt;</description>
      <pubDate>Tue, 29 Oct 2019 13:36:35 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-modeling-forum/spline-modelling-and-box-modelling/m-p/9114670#M6959</guid>
      <dc:creator>leeminardi</dc:creator>
      <dc:date>2019-10-29T13:36:35Z</dc:date>
    </item>
  </channel>
</rss>

