Is it better to design it in sections such as hands, arms etc… or can you just create the whole thing at once and be ok doing so?
I would think it’s a lot like OOP style programming, where you organize things in an object orientated way through layers or inheritance etc…
So could this also apply here as well…personally I’d much rather design it in sections but I
have just now begun my journey into 3D dev. and I don’t know enough really and would like to here y’all’s opinion’s on this, thanks!! I hope I’m clear in what I’m asking; if not I will try to clear it up!
Mainly I’m just curious; I’m certainly not going to begin with a project so complex…! :o
I just noticed that and was astonished by the piece! So I wanted to know what is the usual preferred way of going about creating such a nice piece of work!?!
sorry for the double post just wanted to clear things up a bit!
Personally, when I do character models, I find it’s easiest to create the sections separately and then weld the verticies together using ALT+M. If you work in powers of 2, (2, 4, 8, 16, 32, 64, 128, 256, etc.) It will make things much easier on you when you decide to weld the parts together.
Don’t do it. Not if you want any flow. It’s maybe good for beginning models, but later you’ll need to start thinking about the model as a whole piece. How the pecs wrap around to the deltoid. How the gluts wrap around the femur. All that stuff. You’d be better off getting the practice of making it in a whole piece.
I assume you mean modeling the demon/gargoyle character rather than writing the wiki page, but it’s not entirely clear from your post.
There are a couple not-mutually-exclusive approaches to modeling. There’s box modeling, where you start with something like a box and cut it and extrude faces to create the shape you want, and there’s poly by poly modeling where you start with a single vertex, edge, or face and extrude from there to build your shape incrementally. You can mix these. You can create parts separately and stick them on (this is almost always done for ears, for example, and I sometimes do it for hands). There’s no right way to do it, and once you’ve gotten some practice you’ll figure out the ways that you’re most comfortable with.
Here’s an excellent figure tutorial (note, this was originally intended as a 3D Studio Max tutorial, so you should already know your tools/hotkeys before starting it and you need to work around a few points where the author uses 5 sided polygons, usually just temporarily. I’d suggest leaving them un-filled in until the end).
There’s a nice DVD available on modeling a female head with poly by poly here:
The book in my sig also contains a head tutorial using a poly by poly approach and a figure tutorial using a box modeling approach, to give you a flavor of both methods.
I keep getting stuck on the joan of arc tutorial, is their subsurf much different than our own?
Better be a little more specific. It might help to know if you don’t already that there are a couple of different options for how to view your edit cage in Blender try toggling the little round circular button on the subsurf modifier. That will turn Cage mode on and off which will give you a different view of things. You can also toggle subsurf on and off in edit mode with the button just to the left of that, which can also be helpful.
Is it possible to wield a face to another face?
You can merge verts by selecting two or more verts and using the W key menu. If you merge two pairs of verts united by a single edge, you “weld” that edge.