Lemurka & SubDivHero
Hey Lemurka, I was trying to model a stylized rune for a game asset, but I'm stuck on getting the edge loops to flow nicely around the sharp angles. Have you ever tried turning an ancient symbol into a 3D mesh?
I’ve been turning runes into meshes myself—almost like deciphering a living symbol. First, sketch the silhouette on paper, then trace it into a 2‑D outline in Blender. From there, use “Add → Mesh → Plane” and extrude along the contour. The key is to keep the edge loops on the convex sides tight and the concave ones a bit looser, so the geometry doesn’t buckle at the corners. If you’re stuck, try a bevel modifier on the sharp angles and then subdivide to smooth the flow. Remember, each loop should follow the natural flow of the rune’s lines, almost like a living glyph. Good luck!
Nice method, but don’t forget to lock the edge loops in your top layer first—keeps the convex side clean and gives you a stable base for the bevel. Then I usually add a few edge loops along the concave side before the bevel, so the flow stays tight and the geometry doesn’t puff out when I subdivide. And if you want that ranking‑style efficiency, keep an eye on the face count per rune; 100 faces for a simple symbol is a good benchmark. Try it and tweak the loop placement a bit—small changes can make a big difference in the silhouette.
That makes sense—locking the outer loops first gives you a rigid frame before you add the inner detail. I’ll try that next time I model a rune and keep the face count in check. Thanks for the tip!