Some of them random Tips
Well Seminars are great (yes i did a blender seminar) and I'm glad I learned some new tools for my arsenal ( cost me a pretty penny I better have learned something)... that being said...I want to remind us all of the power of latices...you see, proportional editing in Blender will only take us so far when trying to deliver the exact curve we want. at some point even when working with low polygon counts The lattice and re-mesh modifiers will be your most useful tools in the arsenal.The more divisions, the more control or ever smaller areas., but even in low poly they come in handy
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| Here is an example a chair or spaceship seat. |
In the picture above i have used a lightly subdivided lattice to get the right curve on the cushion and back rest and thruster handle for this low polygon count cockpit. It is also good to point out that it is always best to work your rough geometry first. A key ingredient in my personal workflow ( it is time consuming but quality is always my goal) is working the geometry from simplicity and move towards complexity in what I call "passes". For example initially i would set up simple cubes cylinders and spheres where things of roughly those shapes would be in a certain part of a model, then work those shapes at very low polygon counts to resemble the object I am trying to recreate and I would do this throughout the entire model. Let us call that Geometry pass#1. when im done making my "potato model" i approach it then the same way a sketch artist approaches a bunch of scratches on a piece of paper to bring forth shadows and details to a final drawing. Which means We would go over that geometry over and over ever increasing the complexity of the design until you reach the desirable level of detail. I have found that this helps a lot also during the shading phase as every time you do a "geometry pass" on your model and you go and check shading issues and if you find any they get addressed as you go so that when you are lets say on pass 3, your model is now beginning to look like your final product. At that point is when we should be going around adding those tiny little individual details throughout the model. And this applies ( in my case anyways) to all projects....whether i am free-lance designing a shower head for a costumer or making a complex scene for an Indy video game collaboration. It is a tool in my arsenal i rather use all the time unless specifically constraint by the needs and specifics of the project itself. But other than that remmember that More is not better Less is not better, but THE EXACT amount is ALWAYS best.
And a couple of more shots of this seat as i work with it and put the right cozy curves you would expect in a captain's chair. After this cushion then the whole backing and main pillar and we are done (with the seat anyways, those arm rest need beauty :P
The great thing about using the Lattice modifier is the degree of control we can get on our mesh , even with low subdivisions, and for the most part, if we re-mesh smooth and lightly subdivide our lattice, even then the amount of control over the mesh when compared to proportional editing is way superior.Here is another shot from the side. Notice how the side cuve of this seat is rather smooth ( considering the poly-count here) This is something proportional editing would inevitability mess up. But the lattice will handle it just fine and keep your faces as quad as possible (all tools have their limits)



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PLEASE. Keep it constructive, we are a new lab here, enjoy our art.