I’m excited to be part of this blender community since a couple of days.
After learning the ropes of Blender navigation, interface and basic modeling the last 3 days, I have many questions concerning workflow and the general approach to advanced modeling etc…
Currently I can’t seem to wrap my head around a specific problem.
I want to model the head of this greek pillar: Pillar Head
My approach was modeling a low poly model of the head of the pillar and using that weird curve model you can see in the picture at the top to substract from that head via boolean to create a high poly version to bake the normal map later. It took quite a while to get that curved model right and the result is still somewhat mediocre. Also the boolean substraction caused some tearing in the mesh.
It might work for a low poly game or more abstract look, but it doesn’t fit in with the rather realistic main part of the pillar I made. I indeed aim for a rather realistic look so that one day I might create my first scene and render it.
How would you approach that detail on the pillar head (specifically that swirl)? I would be delighted to hear any information you can give me. General advice is appreciated as well.
here is a long tut on drawing it manualy but can be done in blender
but could also use involute algo and fit it over the image
might be faster
note: it is not a spiral !
I will upload a picture of my progress. I’m done actually but for some reason the mesh is behaving very oddly at 3 places and I cant seem to figure out why. I’m actually quite happy with the result, I didn’t create a normal map yet, don’t want to bake those mesh irregularities into the texture.