Good Work - I've don't think there were any prblems there, I've included some comments on each piece below:
Handgun – looks right, you could probably put the entire barrel assembly could be done as one piece if you wanted, extruding the support brackets from the faces of the barrel cylinder but they way you’ve shown it is equally good and could allow for easier customising/alteration of the model (the other way might lead to quicker texturing).
Rowing-boat – Cubes would be the way to go for this but I think I’d try to do the sides as a single piece – once you had a stepped section it could be extruded all the way along the hull – as a single piece it would be easier to keep the fairing constant and avoid gaps.
Sofa – Yes that looks right and with a symmetrical shape like this a lot (or even all the model) could be mirrored to save time – I think you’ve seen that when you only show half the base as a section? I’d do the feet as a separate section.
Sword – would work fine but depending on the nature profile of the blade squashing a cylinder into shape with blood channels etc. may work a bit quicker. Handle could be a revolve or just a simple extruded cylinder – I think with this there’d be a lot of ways of doing this with no right answer, just perhaps what you’re most comfortable with.
Hind Helicopter – It’s a bit of a toss up how to take this one (always is with complex shapes) – I’ll got things and try to cover my comments as best I can for each section (but I might end up rambling a bit):Main body – think I’d use a cube for this but then heavily tweak it about – main reason would be that the model would want a lot of faces in the middle and fewer toward the front and aback and cylinder tend to give you too many faces all coming together when they come into a narrower area. I’d also do the tail and main body as one piece unless I particularly wanted it to be separate (eg for a naval helicopter with a folding tail boom). Reason for this would be with smooth surfaces (particularly aero-nautical ones) getting flawless joins can be a right pain (if I had a choice I’d do something like this with a NURBS surface but that’s a different side of modelling).
Wings – cylinder would work fine, the pylons might need to be separate pieces for make thing easier but both should work. I’d likely have used a cube as my base but only because I’d rather build up a complex shape from extrusions rather and shape one from a mass of vertices but both methods are quite valid.
Cockpit canopies – could be spheres but might need some tweaking for a high quality model but good for faster work (I’ve attached something I did in a very similar method that worked great for what I wanted - (edit) this was just a sphere extruded back and forth then seperated into metal and glass). If I wanted a high res model I think I’d model the separate sections all from different cubes (eg. frames and each glass plane)
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That all looks good, glad we did that though as it means we can look at complex things without problems in the planning stage.
Exercise B – Texturing (and some more modelling).
We’ll take the gun as an example for no other reason as it has a good range of materials within it. We’ll have a looks at developing textures with the methods we touched on before but this time I’ll take it step by step so the process is clearer. Let me know if you’ve got any question or that you’ve got something else in mind.
Task: Model up a handgun (either the one from the pervious exercise or one of your own inverntion) including as many components as you want but make sure that it has areas have at least two metallic finishes and one (or more) which has a non-metallic rough surface.
I’m away from the office for a couple of days (14th - 16th) so I’ll have a job getting online before Sunday. If you could try to have most of the modelling done by then we can look at textures at the start of next week.
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