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Creating organic/pointy models from base meshes?

Don
Don
I'm trying to make a shovel with broken edges. heres a pic

2zcMz

2zcNs

as you can see from the reference pic behind the model, there are some pointy and curvy parts to the model. i want to know how to create these parts of the model from the base mesh (in this case, a cylinder and cube) without having ugly smoothing/topology.

in this pic, i want it to look like the spade part of the shovel is partly broken off

2zcPp

i already attempted to make it look like the pic, but i'm not sure if this is the correct and optimized way.

in the next pic i want it to look like the end of the shovel handle is broken off and has point ends sticking out of it, like the reference pic

2zcOk

if anyone has any good procedures for making curvy, sharp, pointy and organic models out of plain base meshes, i would be very happy if you shared them.
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