I’m both new to the forums and Blender/3d in general.
Anyways, I’ve got most of the functionality of the program down and understood, so now I’m concentrating on modelling methodoligy and could use a little help.
This is a wip of a Betta fish I’ve been working on. Its actually the second incarnation, as the first ended up with way to many 3 sided polygons which really made subd modelling a joy.
I’m trying to keep it down to mostly quads.
Now here is my confusion. I’ve only recently stumbled upon the concept of optimizing topoligy and organizing faceloops. I still have no clue what methods work best for this. I’m not even sure if I should try to organize the faces in a better way at this point.
However, the problem I’m having is that I dont know how to get enough detail into the eye region. (ignore the black eyeball, its temporary). I want to give the eye socket some form, but I cant see a way of adding such detail without adding unnecessary faceloops all over the place or a bunch of triangular faces.
Here are a couple of ortho shots to get a better idea of the face region.
So can anyone help me to understand a better way of doing this? Are triangular faces really that bad for subd’s in Blender?
Any help or nudges in the right direction would be greatly appreciated.