I am not very good at polygon modeling.
I am not good at polygon modeling, especially for objects that do not have clearly separated surfaces, such as an organic body.
I am not sure what steps to take to create a model, and I get lost. I want to do modeling with the right mindset and the right procedures, even if I don't get it right the first time.
So I would like to know what I should pay attention to when modeling and how I should think about modeling. In other words, I would like you to teach me the principles.
Also, if you know of any videos of organic modeling with the correct flow, please let us know.
Please note that I am not talking about sculptural modeling, but polygonal modeling.
We are looking forward to your answer.
Replies
If you don't want to learn zbrush/mudbox then at least use native sculpting features of your modeling software.
Without sculpting in any form I would break model into pieces that can be somewhat represented by primitives. Do quad low-poly base for those. Connect it into a single piece. Then smooth/subdivide and tweak in several iterations, but I would advice against it.
It's totally applicable to hard surface work.
I do a lot of scaffolding as well - eg. I'll make a mesh purely so i can use it as a guide for another mesh or to generate splines I can loft with.
The main thing is to get the shape - you can worry about 'proper' topology and all that shit later.
We have some good examples here that are worth studying as you work on your own organic low poly models:
http://wiki.polycount.com/wiki/BodyTopology