In hard surface modeling topology is less essential than in organic modeling, since there are no animations that could cause visual artifacts. So I can get away with n-gons and trangles more often. But it's still better to stick to quads on curved surfaces to get the best flow. The beginning phase /blocking is usually done with minimum consideration of topology. After that, making precise lines is my next goal.
very futuristic staple machine
watched entired video, too short at the end, showing the result. but was amazing watching you using this software,
I like the video (bit to fast mayebe) but show the end result at regular speed or even some renders
Are you modelling with topology considered or just random modeling to retopo later ?
In hard surface modeling topology is less essential than in organic modeling, since there are no animations that could cause visual artifacts. So I can get away with n-gons and trangles more often. But it's still better to stick to quads on curved surfaces to get the best flow.
The beginning phase /blocking is usually done with minimum consideration of topology. After that, making precise lines is my next goal.
I also want to do hard surface modeling but always stuck at blocking face
Maybe tell me what is holding you back? What causes the struggle the most?
Blocking things to correct ratio
Golden ratio is actually a good template. Just dont be dogmatic about it.