And from here I knew I’d like her shape and form enough to spend who knew how many hours runing through tutorials and pulling edges and making faces to get a rough model going.
So, I needed to figure out 1. Her front and side view BUT even before that 2. The style of 3D modelling I’d want to do. I know Blender is much more robust now then it was when I was in school, but I remember how quickly subdivisions bogged down the school computers back in the day and not for nothing, but the current laptop I’m working with is definitely over 5 years old and has its own struggles with speed and power. So I figured going whole hog, high detail render was probably out just on tech specs alone.
Which is fine, actually, because I’ve been deeply in love with some indie games lately that have a cute retro-throwback low poly model appeal. I spent December playing Arctic Eggs, Mouthwashing, Sorry We’re Closed, and Webfishing, so those PS1/Gamecube era graphics were/are hyper appeal.
So done deal then- I’d model this mechanic girl and keep her polygon count low. With that decided, it was time to whip up the front and side angle drawings: