FOREWORD
Hi everybody,
I hope that this thread can become sticky, because I'll be talking about important issues concerning organic modeling. The information I'll be putting in this thread is discussed at great lengths too over at www.subdivisionmodeling.com.
I'll try to condense all that information and I'll try to make it more readable for noobs. Especially noobs! I'll try to use Some Artists images as less as possible , so I'll be modeling too from time to time.
The main goal is that when this thread has matured enough, I'm am willing to put it in a tutorial format to publish it over at wiki.blender.org (from Noob to Pro perhaps?)
At any time if you guys think I'm just waisting your time, let me know, I don't want to be pretentious because I'm no master modeler or something (far from that even).
I'm aware that there is a modeling thread already, but in my opinion the information is not dense enough and it is mostly unstructured, hit and miss stuff etc.
I'll try to do my best for you guys, and hopefully this thread could help you become better than @ndy, Endi, Robertt, Martin Krol or Stephen Stahlberg
My point of departure will be boxmodeling. Although many say that Blender is one of the best program (if not the best) for the poly by poly method (vertex by vertex). But I never could master this technique. On the other hand, I think that Blender is one of the best for box modeling. And although Blender lacks N-Gons, I think (and that is my stupid opinion) that this is rather a strong point for box modeling.
Bookmarks