Wow, I'd never even considered that, Pior. I guess the reason being I tend to be hesitant to 'complicate' the mesh because of a fear that the result would be unwieldy and more difficult to work with. Unless I'm missing the point, of course - are there any links where I could see an example of this kind of approach? Right…
Yeah its a rather not so famous approach but honestly its super powerful. As for the result being hard to edit, it really is just a matter of keeping a copy of the original cage in your scene somewhere. I'll make some example thingies on your obj asap.
Thanks for the replies, guys. Yeah, the upper section of the lower half is a separate object sitting just inside the object in blue on the paint over. I guess that the low-poly geometry could be a little smarter, like in the examples you pointed out. Yeah, I'm still trying to get my head around the best approach to the…
Thanks for the feedback, EQ - I appreciate your honesty, and yeah, I think you're pretty much spot-on with your critique. I've definitely been impatient, as one thing I resolved to do this year was take more models to term and start completing assets. I'm also keen to get some more practice in texturing and the entirety of…
Most problems that involve not being able to maintain a curve around another complex shape can be fixed simply by adding more geometry. More sides to your curve ect, right now what is defining the curve is very simple geo. I know this may seems backwards to what i was saying earlier, but sometimes you just need to use more…