No , but the mesh was no longer smooth and round and had bad
artifacting near the tail , so I just stopped there .
Did you try mergin the end of the tail into one single point? that should smooth things out.
Yes , the concept is fairly easy to understand , I think . The
difficulty comes in having to understand all the different kinds
of magnets , all the different options available .
I mostly do organic modelling, and so far I have never touched any weight or sharpness controls.
Just the number of faces determines where the detail goes..
In trying tocreate new magnets you have to know which type of
magnet to create these new magnets from , and where to create
them , and should the new magnets be sharp or free points ,
yes , but should the edges be smooth , and the faces should be
subdivided , but these must be free , unless you need more stru-
cture there , then not ...
Just rounded, 4-sided polygons. That should do the trick. Most important here is the edgeflow, which is why I never start with a cube.. a cube just locks me into adding points where I need detail, without first using all points I have available to me. At the moment I build a model from one polygon on, and keep adding additional ones, connecting, moving, scaling.. I think it's fun. :) Also, this approach lets me work with a skin, rather than a solid object. It only becomes solid at the very end when I stitch all the skins together.
I get most of my modelling references from www.cgtalk.com, either in the archive or by looking at their wip section. Inspiring stuff, and usually universally usable.
I will do as I always do , build it from nurbs curves , one at a
time if I have to ... whatever ...
time if I have to ... whatever ...
Now that's something I can't do to safe my life.. :)
I always have the problems that nurbs curves have to run through the whole object somehow.. you can't just add a local curve for some added detail without fixing things all over the place or adding detail where you don't need/want it. But then again, I may simply not get it..
If you still want to model that snake, if you put up a little sketch I wouldn't mind showing you the first steps of how to poly-by-poly model it.. got some spare time on my hands.. :)
Have a great day,
Daniel
