This is really a demonstration although the model is usable as is and the textures may prove useful.
I made the plinth/bowl from an extruded and scaled cube then applied the Catmull-Clark subdivision to get this result which is organic and looks highly polished. The advantage of this method is that it's very low poly count - the tessellation can be done on the GPU for renderers that do this but also that it's extraordinarily simple to mould this into new shapes just by pulling a single face or moving a loop.
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