-----Overview of a Sketch to 3D Procedure


Split up the Problem

I hope by now you have an idea or a sketch in mind. How can you possibly model something so complicated? Where do you start?
The first thing to do is split the sketch up into separate parts, it is to hard to think of a model all at once so think of it in little bits.
Always remember to find similar or symmetrical parts of the image to cut down on work by using copying and mirror.
The next most important thing to do is load your sketch as a backdrop with: View/Backdrop/Load.

Simplify the Problem

Very often it is not a good idea to create an object in great geometrical detail. There are several tricks and short-cuts to make simple shapes look as good as finely modelled ones.
Often the lack of model detail is made up for by clever texture maps or by the simple knowledge that you can 'get away with it' for example if an object is only ever going to be seen from the front don't give it a back.

Identify the Solution

There are many techniques for modelling. In the example of the templar above I have colour-coded the solutions. Since some techniques are used in several solutions I have split each solutions into a collection of techniques. If you would prefer to think in terms of techniques rather than solutions, click here.
These are arranged in order of complexity. It is recommended that they are read in approximate order.

A Simple Limb is created align-sweep, edit-points, and side-mapping.
An Arm Guard is created by align-sweep, basic-distort-tool or edit-points, and front-mapping.
A Leg Guard is created by copying two Arm Guards and scaling.
A Shoulder is created by using a sphere-primitive and radial-muscle-mapping.
An Elbow is created by copying Shoulder and scaling
Muscled Arms are created using multiple-muscles, which inturn are made with align-sweep and radial-muscle-mapping.
Lower legs are made by copying Muscled Arms.
A Helmet is made align-sweep, edit-points, texture-holes and front-mapping.
A Plume is made using plane-primitive and texture-shapes.
A Piece of Miscellaneous Armour is made by using a plane-primitive and front-mapping.
A Sword hilt is made using extrude-smooth, copying, mirror and front-mapping.
Feet are made using extrude smooth, edit-points and side-mapping.
A Hefty torso is made using align-sweep, advanced-distort-tool and front-mapping.
Ha, you don't expect me to explain these as well do you?! We are into the 'red' zone of advanced freeform modelling...
Enter


Experiment

RivazCORP hopes that these techniques inspire you to try devising your own techniques.

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