This exercise was useful in practicing and evaluating the method of three view editing when creating an object. If the reference images can be easily stretched to be all the same size with minimum distortion, this seems the best method for creating models with more accurate detail and realistic proportion.
Having the images the same size in pixels translated well when I put the same figures in 3DS Max despite being in a different unit measurement. This worked well with the align tool and created a virtual studio for the details and proportions.
While options such as drawing over the reference image with a spline may get most of the shape, the method of blocking it out with primitives allows for much more flexibility in editing of their equally spaced faces. I used this to add the wing. This does however make it harder to accurately match the shape as you can only move and scale the faces given.
To save time, I decided to experiment with mirroring the object. I decided to half the object and the copy an 'instance'. This feature allowed me to make edits to one side and have them apply to the copied side. This of course left me with two separate objects requiring me to simply attach them together.
The final result is shown below with all four different views and the 'virtual studio' of the reference images.
Good parts:
- Correct and consistent proportions in each view has achieved a good result in perspective view
- The model is perfectly symmetrical using mirroring and the 'instance' feature
- The use of one extruded primitive helps to maintain a low poly count
Issues:
- The method requires the model to have a technical drawing available. While in a studio context an artist could produce these, the more abstract the item the less likely there will be such drawings available online for an individual
- Some parts could be smoother using modifiers rather than the point pulling used here
- More detail could be applied using extra primitives
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