In max i would create a poly and extrude around the object with the shell modifier turned on. Should come out random if you do it manually, but eh that's just my way.
Hello, for some random reason the sliders on modifiers like extrude and connect arent responding with the mouse ?, Heres a clip of the problem if anyone could help that would be great https://puu.sh/zHFgf/b1ccdff3f8.mp4
So my house is mostly made by separated assets combined in one mesh, I avoided extrude from the base mesh in order to dramatically lower the overall verticies of the model, its really tricky, you think it is fine doing this?
If you're taking it to zbrush then the topology doesn't matter as you'll be using dynamesh/scuptris pro and sculpting the spiral. But if you want to model the topology traditionally then I'd create a spiral edgeloop around the detailing using extrude to cursor -as you're in Blender.
Of course I mix with func_detail and func_brush, otherwise the level wouldn't compile. the video is about the interior, I haven't touched the containers yet, I will extrude some of them and make them not so flat in the end :) Thanks for the heads up!
Well one could argue that the time spent reprojecting stuff is actually something like 0.1% of the total sculpting time ... once you have 4 limbs extruded theres no real need to reproject anything anymore, I think!
I have already fixed that thanks My main question is floating geometry a better solution then indenting in the obj? or does it depend on if its hi poly or low poly. I just extrude a loop inwards is that the best way to do it?
I prefer your paintover version far more, especially your new grip and that improved shadow gradient on the blade. Maybe consider extending the pharoah headdress to where the blade indents, and have the extruding horns be that naturally thinner part: