Box modeling

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Box modeling is a technique in 3D modeling as an alternative to spline modeling where primitives are used in place of individual vertices. While a primary function of box modeling involves extruding and scaling what are known as faces, another more prominent feature of this art style gives it a second, less rudimentary name of subdivision modeling. (See Subdivision surfaces)

Subdivision modeling is derived from the idea that as a work is progressed, should the artist want to make his work appear less sharp, or "blocky", each face would be divided up into smaller, more detailed faces. Basically, box modeling is broken down into the very basic concept of polygonal management.

Quads

Quadrilateral faces, or quads are the fundamental entity in box modeling. Obviously if one were to start off from a cube, the artist would have 6 quad faces to work with, before extrusion. While most-to-all applications for three-dimensional art provide abilities for faces up to any size, your results are often more predictable, and consistent by working with quads. This is so because of the fact if you were to draw an X connecting the corner vertices of a quad, the surface normal is nearly always the same (We say nearly under the logic that should a quad be something other than a perfect parallelogram, such as a rhombus, or a trapezoid, the surface normal would not be the same).