Remember also to tie off your loose loops that cause n-gons, tie them into a bunch of triangles. I feel you would also learn faster if you were to produce a high-poly model first and try baking the detail onto a low poly model. Keep up the good work.
Like gray said, it depends on what you're trying to do, but if you're just trying to get a triangular prism to subdivide you might try something like this: Left mesh: base mesh with supporting edge loops Center mesh: base mesh with smooth preview Right mesh: smoothed mesh with 2 divisions
Updated with nicer render, I reworked the cylinder again finally getting it to smooth nicely and hold its shape. Main problem was I was just working with poly count, just had to up the base count and rework the flow of the loops to better take the smooth. Will be working on the low poly mesh over the next week.
- Hi again! - Today i created skeleton and did some weighting. - Some minor fixes here and there in texture - I also updated mesh a lot - there were details which were never seen, i removed them as they would have caused problems with weighting. I also straighted edge loops in limbs.
how about some really convincing loops like walk cycles where you REALLY can feel the weight of things AND something creative ?! :) i would hire animators based on those 2 factors if he/she can do something really subtle/realistic and something really crazy/unrealistic but awesome.
I find it easier to block out a character using boxes and then add loops/ adjust topology from there, I'd say that in this case and perhaps IMO it would seem there is too much detail too fast. Though It's all about finding your own work flow, experiment, If you get good results then why not.
You can use relax for that... But tesselating a whole mesh just to add more polies doesn't sound like a great idea to be honest. I'm not sure what the context is, but you'd probably be better off adding some extra loops where needed, and just generally doing it in a more though-out useful manner.
Small rings need less sides than large ones. The S-curve doesn't need to be 10 sided, 8 is plenty, but 6 or 7 should be fine too if the whole lamp is about 1x1x1 foot large. Image applies to the wallmount. The inner loops need FAR less sides than the outer ones.
Well, you can just select the loop on the underlying mesh where you want the weld, and hit "Create Shape From Selection". Make sure "Generate Mapping Coordinates" is checked and your good to go.. Or if you feel frisky you can also draw splines on surfaces in the freeform tab of the graphite tools.
You need a few more edge loops in the wing to smooth stuff out when you animate it. You are turning the wing tip at 90 degrees to the rest of the structure, so with that extreme a bend stuff will get kinked, try to adjust it along the z axis some, so that it doesn't fold onto itself as much.