I usually try to have a little concept in mind before starting anything. This can be as subtle as “I want spikes everywhere” to “I want him/her/it to look just like X from movie Y”. I don’t have any specific method for modelling organics, although I usually start with a low poly cage with subsurf, turn the subsurf real and refined. I don’t really have any definite modelling pipeline either. I usually keep the head for last, since this give me more chance to keep it in proportion with the body.,
If you go dig around in this forum: http://cube.phlatt.net/forums/spiraloid/index.php
especially some of the older threads in WIP, there’s a lot you can learn from and they got a crazy rule that every time you post you have to include a link to something interesting. Beware! You could get horribly sidetracked.
My advice is, if it’s your goal to make something look real, pay specific attention to: texture channels, bump mapping, material indices, lighting, vertex paint, and of course, modelling. Don’t worry about animation right away. Oh, and on the Two Towers,…that rocked! Theeth, do you think one day we will have dynamic behaviors like gollums greasy dangling hair?
I have tried a few times to do some organic modelling but it never gets started. I dont know how to get the curvy shapes that are needed. I start with a subdivided cube and try and mould it into a body shape but it just looks a mess. Maybe I ought to keep the mesh simple %|