Hi there, I recommend holding down shift and holding right mouse button to do any polygon modelling in maya. Once you get used to the context sensitive menus it is the fastest way to model in maya.
In my tests I set the polygonal model to Xray mode, that helped a lot. You could try setting the Editable Spline to be renderable and show the render mesh in the viewport... that way it can be as "thick" as you want.
Looks cute! Does the glass have thickness? For something which is so simple, you could have used more polygons for a smoother silhouette. Could have also made the penguins and igloo bigger, and included less penguins.
This grille hex pattern probably took me longer than it should have. And it's probably a COMPLETE waste of polygons, but I guess I'll find out soon enough. Up next, I think I'll do the headlights.
Thank you! I'll be posting more stuff soon. I'm not sure if I should keep on doing sculpts or start doing full characters with their low polygon models. I might need some more practice though.
You could try a displacement map. I forget the name offhand, but Maya has a function to convert images to polygons. Neither of these really make clean geometry, are you wanting to take a shortcut from a piece of concept art?
Yeah in the more long term this is where we're going to end up, with something that scales better than raw polygons. Whether that is displacement, actual sub-ds, voxels, a combination of all or something else entirely, we'll see.
NP, for me is totally fine to get feedback and suggestions from you guys, otherwise you will never be better and improve. Thanks again. I hope i have time this week for the Low Polygons. Work work work.
Lookin' good so far! I think you can afford some polygons on Tibbers' arms though. Right now they are big unbroken smooth areas. His sleeves and paws could use some breaking up.
Rule to live by for retopology: avoid triangles as much as you can :P. The cleanest topology is often the one with the least triangles and most even spread polygons. Unless you have a really pointy object, there is almost no need for triangles.