You're right, Deus; though, a) overdraw is not a concern if the spikes penetrate the body just a little; b) an "organic" look is perhaps not what is desired; c) with the organic method, you'd have to place seams to separate the spikes for unwrapping.Deus Siddis wrote:I tested it in blender before I suggested it-- just start with a low-poly sphere and use fewer spires and spines (the art style guide doesn't say to use too many in the first place, just a fair amount or so). Use only 1 or 2 subsurf levels. Shoot for maybe 10,000 faces, that's not much at all for a station.chuck_starchaser wrote:That's good, Fendorin; I though about Deus Siddis' suggestion and worried it might result in too much geometry.
And thinner spines are no problem using the method I outlined above, you just have to:Thinner spikes not only look better, but they are also better
1) scale down the faces before extrusion
2) extrude them two or four times as far out as looks good and then merge the vertices at the end of each extrusion.
And now you have organic, smoothly welded thin spines and spires and none of that pesky overdraw issue.
My concern was also that Fendorin is just starting to get used to Blender, and it's probably the best idea to let him learn at his own pace.
In any case, your method as as expounded would probably produce spike bases a bit too organic. It would be better to reinforce the bases with a double edge. What I would do is
- Select the faces to become spikes
- E (for Extrude), and right-click immediately, or hit Escape, without moving them
- W -> Smooth (once or twice)
- E (Extrude again), then hit Escape again
- Alt-S to displace faces along their normals
- Then select one spike end face at a time and scale to zero
- Finally, subsurf