"But one thing which is driving me INSANE is how modelling (as far as I understand) is based on adding primitive shapes and forming, scaling, sculpting, morphing etc into the desired shape..." That's incorrect. While a package like Blender doesn't have much in terms of procedural CAD-like features, object dimensions can be…
Sounds like a hopeless case. Zbrush excels at letting you manipulate contiguous surfaces but hair card meshes are pretty much the opposite. In my experience they are done best with curve profiles - not polygons - for all the shape and layering work and only converted to polygons for the final stages. And then you will…
It may sound stupid at first but, try and draw your models first in wireframe. Not only does it teach you modeling, but it also teaches you how to maintain proper topology, which is very important for any 3D model. When I first wanted to model cars, I had no idea what all that jargon was until I looked up topology and…
I'd say that no :) . It's the more exploited though. It's not the most complicated branch of 3d for now. The work for a game character can be done in days/weeks compared to some models for cinematics. You can't compare, the workflows are totally different. A 3d generalist has more knowledge than a simple game artist, like…
Focusing on the room scene in particular: It looks like you were generally aiming for a low polygon count as if the scene is meant to be for a video game, yet certain subjects such as the sheets (posters?) on the walls have way more polygons than they should. Then delete it and try again. Why are you leaving in something…
1). Split Polygon tool has a snapping tolerance option, you can choose how powerful to make the snap, and where along the line to snap. It defaults to 50% along an edge, if you increase the tolerance then it will be more likely to jump to exactly 50% if you're near the middle of the edge. Unfortunately without custom…
I guess you could do bunch of things but if you must use dynamesh I will combine that with local subdivisions ,just select area that you need more polygons and hit Cntr + D if you have low res model you could use crease + combination subdivisions and local subdivisions to keep the edge sharp and to not push the polygon…
Here's my lowres. It's 15K Triangles for the character and the guns. Let me know you have any suggestions how to optimize it better or make it cleaner! Also, I was wondering if anyone has an idea what would be the best way to do the upper body. Right now, I have to pieces, one for the cape on top of one for the torso (with…
There is no way that should be 26K tri's. Did you model each tank tread? Take a look at World of Tanks, its free. What they do for tread is have a renderable spline with 4 sides, and really wide with a repeating tank tread texture on it. That will save you a lot of polygons! Use those extra polygons to add surface detail,…
You can. You eliminated those bad triangles from the "arm" that holds up the lantern, but now you have what is called an "nGon", which can be even worse than triangles. An nGon is basically any polygon with more than 4 vertices. The best practice of "best practices" is trying to make a model that only has quads (4-vertex…