I am having too much fun with the Sub-D tools. This is my fourth character and one thing I learned : start with a single plane or box. It just gives you so much more freedom and control. I didn’t do that with the first few models, so I am hoping this is a sign of improvement.
With such a ‘twisted & folded’ organic surface, I only tried the V-Ray procedurals. After a lot of experimenting, I ended up using their stucco procedural material, of all things. It seemed to have the most intuitive ‘randomizer’ and color A vs. B mixing. Still, it took 15 or 20 rest renders to dial it in.
So, super nerdy question … I have read that ‘it’s best’ to always have quads. So, one vertex at a ‘corner’ with with four edges heading out. However, these organic characters ONLY seem to work well for me when I have a five-intersection vertex or occasional three-intersection. You can see this at the eyes and nostrils.
This makes sense as I am increasing the level of detail in some areas and have to add more resolution.
QUESTION > Can I just forget this old ‘quads only’ rule and go with what works??? Or, am I just missing a better way to handle the detail-transition areas?