I'll post a picture when I get home, but I thought I'd post this and ask for help first. Basically I use reference images, and then start with a 1x1 plane. I then edge extrude and manipulate vertexes to fit into the rough outline for whatever I'm modelling, adding loops along the way. I can do this fine and well, but the…
I gave the exercise a try: http://imgur.com/TeWdj5C Obviously its not the best as I'm a beginner. I didn't use any spline rotations, lofts, lathes etc. I used a plane, blocked out the outline of the front of the reference glass, duplicated it (so I had 2 planes, one above the other in Z). Scaled the outside vertices…
Ok now try again and start with a vertical cylinder. Add horizontal loops and scale them uniformly one by one. Use 2 views, one orthogonal to see if it fits the reference and the other one in perspective, to constantly check how it looks in 3D. This is called box modeling.
Yes, you add loops. Adding loops is an extremely common occurrence in modeling and the main reason why everybody is concerned with topology and quads. There are other ways of adding and removing detail on a surface like insets, extrusions, topology redirection. In short, both techniques can be used in different ways. You…
Oh yeah, I know how to do that. I thought you meant try to model the wine glass using the technique I mentioned in the first post; I thought I was constrained to using a plane&edge extrusion modeling for that exercise. My question for box modelling is that because you cannot simply extrude edges (like you can with a…
You should be thinking in 3D from the start. If you lay out a strip of polys down the center of a character's face, from the side you'd move each set of points to create the profile. From the center strip you can extrude new strips for the eyes and mouth, moving each new point to create the shape and topology in 3D. Same…
I have a habit of only using the ortho port, and then spinning around the model, every so often. Do you think this could be worsening the problem? Would having reference images for each port (front, back, side, top etc) help with this? Thanks!
You should be working in both types of viewports. Knocking the corners off your model is going to be faster in perspective. Having a full set of blueprints to work off is a huge help when you can manage it, but even then you'll run into issues where things don't line up or make sense between the different views. You have…
Great advice. It's important to get a strong silhouette for your asset and not just in one view. I always spin around in the viewport as I'm modeling and constantly compare it to the reference :smiley:
Okay thanks. I'm hoping to post an picture in an hour or two, something symptomatic of the flatness I was talking about. Do you mind checking it out and letting me know to improve on adding depth? Thanks again.