Modeling hands…THAT ARE DETAILED/HIGH POLY. It’s not that I have problems making hands, I will post an image of what I’m working on right now later when its done to even show you guys, it’s just not that fun, but seeing the end result is always satisfying.
And rigging, especially really detailed human models, I swear I go blind seeing bright blues and reds rigging every single vertex.
Faces, I find them really fun and expressive to make with so many possibilities.
Cars and bikes, well any vehicle really! They are so fun and when you’re done, you get to play around with them in animation and use soft body and throw it off a cliff you made in 20 seconds, and watch it become a wreak!
Computers! They are more tedious in high poly situations, but the end result is always so satisfying.
Low poly/low texture/low res stuff! I always love how it looks and feels!
Animation! Of course this is one of my favorites, bringing something to life! Or making an absolute garbage animation!
When tutorials were still written rather than in the form of a video, it was easier to go through at the desired pace and they usually got to the substance faster.
Unfortunately, that form has become rare in many areas and videos in general have become more and more a complete replacement for text (people have even done it to ask questions in the support forums).
Well, when it comes to making game models, actually sculpting or modeling the high poly mesh is the most tedious, especially for characters. After that, everything else like retopologizing, UVing, baking, texturing = fast or instant results.
Small tip for the camera position setup, look for images that match more or less what you modeled and then add them to blender.
Set it as a background image and set the view as “camera” and crop, go into camera view (num0) and turn on “lock camera to view”
Match the background image more or less with your object and then render it.
The worst bit for me is when I have to do repetitive tasks, like if I have imported geometry for 50 slightly different objects and then for each of I’ve got to set the right origin, add constraints, copy on the right materials…