Looking to improve; what are your thoughts?

I’ve been on Blender for a while but I haven’t really done much to improve my work and better myself. I usually just stick to what I know and don’t go outside my comfort zone but I’d like to know what people think about what I could change. I’ve kinda kept to really simple keybinds and workflows but I’d like to climb and create better work.

My usual setup:

  1. Clear the new file setup and create an Empty Image.
  2. Add a reference image and create a Plane mesh.
  3. Edit the plane to fill the blade-area by extruding and refitting. I create the form of the blade and the centerpiece by loop cutting with 2 down the middle and using the knife tool to create the pointed tip.
  4. Set a solidify modifier to the plane and merge the blade vertices, then start working on the Handle.
  5. Once the handle is sized appropriately, add the HandGuard and size it, then set the solidifier modifier to fit within the HandGuard.
  6. Add any cool details and whatnot.

(Sometimes I create the HandGuard first instead of the Handle, but not very often, such as with Frostmourne)

Dragon's Breath, took me ~90 minutes

Sword and Shield, took me ~60 minutes

Double-Headed Glaive, took me ~30 minutes

Sig Saur MCX, took me ~2 hours. My first attempt at a gun.

An attempt at Frostmourne, I forgot to save after this, ~30 minutes

One thing I can say I’ve gotten better with is time. I’ve got it all down fairly quickly and I can say I think I’m at a good spot in terms of how fast it takes me to create content, I just don’t think it’s always as good as it could be, and I want to know how to improve on that aspect. Any help is appreciated!

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You might look at other styles of modeling that could be applied to the kinds of models you like to make.

For example, Blender supports the ability to extrude a shape along a curve and adjust the taper as you go. That’s used for things like wispy hair strands, but I bet you could make a decent sword blade in a couple of minutes. That same technique could be used to create handles for decorative fencing rapiers. Trying to do that with planes and extrusion would be quite a chore.

If you are looking to improve generally as as modeler, then the key is in what you said above: Do things with the express intent of bettering yourself. Go outside your comfort zone and model some things that aren’t part of your usual repertoire.

There are at least three areas that you can be working on all the time:

  1. Blender itself. There is a lot to learn about that program, and even after you know a bunch, you can still spend time modifying hotkeys, fiddling with workspaces, and generally working out how to get more out of what the tool provides.
  2. Modeling techniques. As the saying goes, there is more than one way to skin a cat. You outlined a good general process for building many kinds of low poly items. There are often multiple ways to approach a problem and knowing how to come at a model in more than one way can expand possibilities for you. The video above is maybe a good jumping off point for some of that.
  3. Design. Building a model and designing something to model are separate skills. Improving your design skills can really help add polish to your models. Instead of modeling a weapon you have references for, try using the references to design a new weapon and then model that. Studying the initial references and then transferring elements you like into an original design will help you build a mental library of neat ideas/tricks that you can pull from when needed.

Keep up the good work. Your models look great.

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