Hmm... This model's looking good
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I can't offer much advise, but I'll describe what I do for my models. I post the images as URLs because I don't want to spam your thread with tons of big images that have little to do with your model.
- To create curvy shapes from a relatively low poly model I create a new object, to keep the original shape in sight as I model the profile curves.
Image1- I usually spent a lot of time manually moving points so that the edgeloops curve smoothly viewed from various angles.
- I use the inset tool heavily, it can give good results with some creative selections:
Image2Note that it doesn't work too well on edges at the mirror axis, so you'll have to correct them.
- To avoid square panels (which look Terran), I usually draw irregular panels over my base with the grease pencil and then cut it with the knife tool (added in blender 2.56 methinks). That tool is tricky 'cause it will create non-quad faces. After making the necessary adjustments and simplifying the borders a little, I use the inset tool to bump the panels. In the image you can see there's a lot of faces with more than 4 vertices after I use the knife tool.
Image3You can find lots of examples of both techniques in the model I'm working on
Image4The engines and most of the paneling in the back are simple insetted regions.
The panelling around the cockpit was build with the base shape + knife + inset method.
Final tips:
- I normally do some sort of concept drawings before I start modeling. Gives me a reference and seriously helps with getting the general shapes right from the start. I also like to make a rough model and then refine the concept based on that (you just have to take a screenshot and draw over it, no need to make a Rembrandt out of it).
- If you are modeling your panels, let some space between them and don't be afraid of giving them some depth. I normally use a depth around 0.12 but it depends on the model size. If you are aiming for not-so-deep panels, it may be better to leave the surface smooth and use normal maps (although that's something I can't do very well).
- Most of times, the inset tool works well, but if you're dealing with a specially non-planar area, it may give awful results. In those cases I prefer to extrude each face individually and then manually join the resulting bits.
- Giving your models a quick lightmap UV and baking the Ambient Occlusion to it will help you see details better. I regularly make ligthmap UVs and an AO bake while modeling.
Hope that helps you and keep up the good work!
On the Vasudan side, the Thoth is probably the best illustration; see pic below. So in short, I'd suggest that you keep greebling
Y U no like nuSekhmet?