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{{About|the 3D modeling system|the application of box modeling to complex systems|Box model (disambiguation)}}
{{UnreferencedRefimprove|date=DecemberJuly 20092014}}
 
'''Box modeling''' is a technique in [[3D modeling]] where you take a basic primitive shape (likesuch as a box, cylinder, orsphere, othersetc.) andis used to make the basic shape “rough draft” of yourthe final model. fromThis therebasic youshape is then used to sculpt out yourthe final model. The process uses variousa toolsnumber and steps that sometimes getof repeated again and again until you're done. Despite the fact you’re repeating theserepetitive steps youto will model faster and controlreach the amountfinal ofproduct, detailwhich youcan wishlead to add,a slowlymore buildingefficient yourand modelmore up from ground level of detail tocontrolled highmodelling levelprocess.<ref name="Box Modeling">{{cite web|title=Box modeling Technique|date=2002–2004|accessdate=14 April 2013|last=Jonaitis|first=Jeff|url=http://www.jjonaitis.com/tuto/tuto2.htm|url-status=dead|archiveurl=https://web.archive.org/web/20140321180302/http://www.jjonaitis.com/tuto/tuto2.htm|archivedate=2014-03-21}}</ref>
| title = Box modeling Technique:
| date = 2002–2004
| accessdate = {{date|14 apr 2013}}
|last=Jonaitis|first=Jeff|url=http://www.jjonaitis.com/tuto/tuto2.htm}}</ref>
 
==Subdivision==
[[Subdivision surface|Subdivision]] modeling is derived from the idea that as a work is progressed, should the artist want to make histheir work appear less sharp, or "blocky", each face would be divided up into smaller, more detailed faces (usually into sets of four). However, more experienced box modelers manage to create their model without subdividing the faces of the model. Basically, box modeling is broken down into the very basic concept of polygonal management.
 
==Quads==
[[Quadrilateral]] faces, commonly named "quads", are the fundamental entity in box modeling. Obviously, ifIf an artist were to start with a cube, the artist would have six quad faces to work with before extrusion. While most applications for three-dimensional art provide abilities for faces up to any size, results are often more predictable and consistent when working with quads. This is so because of the fact if youone were to draw an ''X'' connecting the corner vertices of a quad, the [[surface normal]] is nearly always the same. We say ''nearly'' because, when a quad is something other than a perfect parallelogram (such as a rhombus or trapezoid), the surface normal would be different. Also, a quad subdivides into two or four triangles cleanly, making it easier to prepare the model for software that can only handle triangles.
 
==Advantages and disadvantages==