SubDivHero & ComicSeeker
I just dug up this one old comic from the ‘80s with these wild, angular panels that look like a glitch in reality. It’s the kind of art that makes a modeler’s brain go haywire. Have you ever tried to translate something that crazy into a clean mesh without losing the edge‑loop drama?
Yeah, I’ve been there. Start by sketching the panel edges in a 2‑D layer, then extrude those as hard‑edges in the 3‑D mesh. Use edge loops to keep the angles sharp, and lock them with edge creases or a hard‑edge subdivision modifier. That way the glitch look stays, but the topology stays clean. If you want to keep your ranking high, keep the vertex count under control by only adding loops where the angle change exceeds, say, 30 degrees. It’s all about controlled chaos.
Nice, that’s the exact trick I’ve been using—sketch first, then snap the edges straight in the 3‑D. Keeps the glitch vibe but avoids a vertex nightmare. Glad you’re on the same page with the 30‑degree rule. Keeps the models clean and the collectors happy.
Good call on the 30‑degree rule, that keeps the hard‑edges from bleeding into the rest of the mesh. Just remember, if the collectors complain about extra polygons, tighten those loops—no one likes a bloated model in a high‑res print. Keep it clean, keep it fast.
Yeah, no one wants a bloated monster model. Tight loops, keep the edge crunch sharp, and we’re good. If collectors start whistling, it’s probably my glitch art turning into a low‑poly glitch, so let’s keep the vertex count dancing, not a slow‑mush.