Quote: "but basics are the foundation of greatness"
I agree whole heartedly. I was using Blender for a while. I got the hang of the keyboard dominated control profile and had complete some very nice models. When I tried to get over zealous with the geometry I noticed my models turning into high poly mounds of garbage. I then went back to the basics and things are shaping up rather nicely. I also noticed that you can do alot with textures to simulate certain 3D aspects. So in point try not to model every aspect, try to keep it as simple as possible.
My wife purchased 3ds for me with out me knowing (early B-day present) So now I have a new platform to learn on. and from the tutorials that I have completed you can achieve powerfull models by apply the very basic in design theory. I am in the middle of modeling my first low-poly game humanoid character and everything thing that I have done so far has been basic stuff ie...adding box's, extruding, rotate/angle deforming. adding planes and cylinders. It's shaping up to be a very nice model for a first attempt at an organic item. so my advice to
A4 productions is this:
a. All of the infromation that has been given to you is very valuable. learn from it! don't let it go to waiste.
b. If you want to start by learning how to model a table then try the most basic theory for creating one.
1. Create a rectangle, select vertice edit option, move bottom
4 vertices just below the top 4.
2. create for more recangles and make them the legs. put the in
the corners and then merge the 4 legs with the table. you
may want to uvmap them prior to merging them (I find this
helps me out a bit on certain items)
That is is the basic theory, try it out.
C. No matter what is said to you on these forums it will not turn you in to a super hero over night. You need to locate the manual and any and all tutorials for the respective program. you need to study them for theory of operation and then study the actual models to understand how they are developed. Even if it looks simple there is a reason why the geomtetry was set up the way it is. you need to keep some things in to consideration when designing an item.
Is it going to be animated? where are the joints going to be? Do my design plans allow for animation? Can you Unwrap this item and keep it as simple as possible? is it condusive to the texture You plan on using? can you achieve the detail you want with out sacrificing in game quality? (meaning: can you give up some poly's)
These are just a few questions. There are about a billion different questions pertaining to model design. make sure you do not limit the different styles of everything.
"There is more than one way to skin a cat"
I hoped this helped.
RF