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Modeling 101 - 8 Guidelines to making better polygon geometry in ANY 3D Software

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Genode writes:

I love Blender...

But it was not my first love in 3D. I began a long time ago using TDI's Explore software, that only ran on a Silicon Graphics Workstation. Yep, I'm that old I remember Moses walking towards me with a couple of tablets and I'm not talking Wacom!

I've use a lot of different software over the years and I have reached a point where I feel quite agnostic when it comes to all sorts of parts of the process. Stuff learnt in one can be carried across to another without too much difficulty. In other words, it's the same stuff, different toolset. Nowhere is this more true than in modeling.

Loft, Extrude, Revolve, Inset, Circularize, Add Edge Loops, they are all in there somewhere.

And that is the point behind this tutorial. It is meant as a guide to making the right decisions when you are building models. It's not about being amazing, it's about making modelling accurate and clean. Speed comes with time, but the methods stay approximately the same

Right, let's get to it!

About the Author

Gary Noden

I am a Senior Creative over at Space Digital in the North West of England. I've been creating CG stuff for the TV and Corporate World for (mumble-mumble) years now and have been lucky to work on some amazing projects. I discovered Blender about 9 years ago, opened it and, like so many other, immediately shut it down, but several years ago I needed to so something simple and cost effective (ie. free) and Blender was the only way. I have never looked back and use it now all the time alongside Maya every working day. I also have a YouTube channel called GENVFX where I teach people how to use every modifier one by one and as deeply as I can as well as the occasional tutorial.

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