My Extra Models: TinTin's Rocket, a Fork, and a Pill Bottle

So I was looking around the house to choose 3 simple things to model, and I decide to go with Tintin’s Rocket, which is just some very simple shapes, a fork, and a pill bottle.

So far I had only the time to do Tintin’s Rocket, so here it is:


And here is the original toy I based it from:

I decide to have only 6 sides to the main cilinder so that I could easily replicate the checkered pattern once I learn how to add materials, so if you look at the geometry of the rocket I left the middle part with five loops of equal sized retangular faces:

Then since the main cilinder had only 6 sides, I made the “Thruster” Cones to have only 6 sides as well and keep everything consistent.

Once I have the time to work on the other models I’ll update them here!!

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Here is the fork:


For the fork “teeth”, once I had everything else done, I did a loop cut and slide with 6 new segments I think, enough to be able to delete some faces and get the three void spaces between the teeth. But that generates a lot of geometry where it’s not needed:

Originally I wanted to have these segments only where they were needed. I thought about extruding some edges to create these “teeth” but the loop cut was so much easier. Is it acceptable to have this much unnecessary geometry? Is there a cleaner way to do it besides the loop cut? Or ideally, should I really have manually extruded edges and created faces to make these four "teeth?

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It looks good. As for a different approach, there are a few, but there is nothing wrong with yours. There is no right or wrong way as long as the topology is good. You’ll learn as you continue how to keep the poly count low, this course is excellent for teaching low poly workflow.

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I actually don’t think the geometry on the fork looks too messy. Cutting out some faces and then using the fill tool to make the tines is actually a pretty clever way to go about doing that.

Overall, I feel like the polycount matters more in the context of where the object is in the scene. If you have a scene focusing on just the fork and a few other props, the fork being high-poly isn’t a huge issue. If it’s a larger scene and the fork is just supposed to be a small part, that’s when you’ll want to make it lower poly. The easiest way I can think to accomplish that is to have fewer segments going vertically along the fork (ones marked in red below)

image

But as it is, it looks good!

Thanks @NixeKnox and @Culver_Dow!

Those segments were the leftover from the loop cut to make the tines (thanks, I didn’t know this word!) and I agree with you! I was kind of lazy to remove them, but after your comment, I thought it would be a good exercise, and I was surprised as it wasn’t as much work as I thought it would be! It was totally worth it:

Now Finally, the Pill Bottle!

I did some details on the bottom and on the bottle “opening”:


ExtraChallenge03_PillBottle03

And the bottle actually has space inside it:
ExtraChallenge03_PillBottle04

But after that, the lid was really simple and I didn’t try to make “matching railings” inside the lid, it is just a simple cylinder with some width to it’s “walls” and an opening on its bottom so it can cover the bottle’s opening!

Anyway! Challenge Completed!

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