So yeah, here's what I have so far.
I thought I had forgotten a ton of things and basically had to re-learn blender because of its counter-intuitive interface.
Turns out I completely over-estimated myself =P
It took me like 4 hours to realize that modeling with cubes is actually good.
As you can see the head isn't attached.
That is because I'll remake it.
Heads are always awfully complicated to get right without making triangles.
But first I need some advice from someone who knows how to model: Horns as separate meshes from the body; good or bad?
It works for teeth and actually gives them sharp edges that, well, makes them stand out from the body but will it ultimately look fake or something?
I thought I had forgotten a ton of things and basically had to re-learn blender because of its counter-intuitive interface.
Turns out I completely over-estimated myself =P
It took me like 4 hours to realize that modeling with cubes is actually good.
As you can see the head isn't attached.
That is because I'll remake it.
Heads are always awfully complicated to get right without making triangles.
But first I need some advice from someone who knows how to model: Horns as separate meshes from the body; good or bad?
It works for teeth and actually gives them sharp edges that, well, makes them stand out from the body but will it ultimately look fake or something?
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Also, don't be afraid of triangles :) You can always add a loop and remove them later, but 80-90% of the time they're not as big of a problem as you'd think.
Looking good so far. Wish I could give you some advice, but my current knowledge of 3D is pretty limited.
Or at least to me.
If you need an edge to look sharp, select in in either vert edit or edge edit mode, use ctrl-e to mark it sharp, and use the Edge Split modifier with Sharp Edges checked and Edge Angle unchecked to prevent the normals from interpolating across it.
The topo around the mouth could use some work, and you'll want to add some edge rings on the tail to get the faces square-ish. Personal preference, shin looks short compared to foot.
To disagree with DotMatrix, be afraid of triangles, on organic forms/curves, if you are going to subsurf or sculpt. I don't know if Blender handles them worse than other tools' subsurf algos, but if your model is going to get a high-poly render with good lighting, I can almost guarantee you'll notice them later, after you'll have to throw out work to fix it.
Crits aside, it's coming along really awesome and I'm always glad to see good 3D work around here
I'll somehow have to, like, remake everything just to have space for each horn then. Without making too many tris.
Why is there no lazy way out that also looks good?
If you're not planning on doing closeup HD animation it may well not be worth the effort to join the meshes. Everything's a tradeoff!
Also, triangles do cause issues with subdivision, but not so much as you make them out to be. what causes issues mainly are pinch points, which triangles can cause easily (which is why people say triangles are bad). In this example, there are more n-gons and skewed quads, which are even likelier to cause a pinch and fuck the subdivision. In general you want as even a topology as you can get so that each polygon is roughly similar to those around it.