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I am trying to model the fish from this answer:

fish

I have attempted to create it with:

  1. default cube
  2. loop cut on y axis
  3. scale on y axis
  4. bevel, extrude, and scale for fins
  5. spheres for eyes

fish

How can I make it better/more similar to the one from the answer? If it is possible to create procedurally/with geometry nodes, that would be even better.

Here is my .blend file:

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1 Answer 1

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Put a cube in front of your reference image, cut it in half, give it a Mirror modifier, enable the Clipping option of the modifier:

enter image description here

Extrude it and scale and rotate the extrusions in order to follow the shape:

enter image description here

Move the faces in order to narrow the tail and head:

enter image description here

Create a loopcut:

enter image description here

Create the fins with some extrusions:

enter image description here

enter image description here

Move this edge down to round the shape:

enter image description here

Move this one up, etc:

enter image description here

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    $\begingroup$ @xgjxcxzk This answer comes quite close to my original fish. If you want to have exactly my fish, I could upload the file but I guess it would be a good modelling exercise if you try to get it close on your own. By the way: yes, the eye is a sphere, but the pupil is not separate it is just a different material. The thing with Geometry Nodes is: this is a quite simple model, it would be unnecessarily complicated to try to get all parts in the correct dimensions and orientations and with supporting loop cuts for sharper corners... but of course you could try that as an exercise as well ;) $\endgroup$ Nov 10, 2023 at 13:01
  • $\begingroup$ @GordonBrinkmann I tried making my own: blend-exchange.com/b/per1e1y2. How did you make it smooth/not blocky? I think I modelled it following the reference image well: i.sstatic.net/qBAkI.png. WIth subdiv + shade smooth, it doesn't look much of a fish anymore: i.sstatic.net/X35gw.png $\endgroup$
    – xgjxcxzk
    Nov 10, 2023 at 18:41
  • $\begingroup$ @xgjxcxzk Well, I used a Subdivision Surface modifier as well and shaded it smooth - you need additional loop cuts in areas where you want to preserve sharper not so rounded contours, for example the transition from body to fin and flippers $\endgroup$ Nov 10, 2023 at 19:18
  • $\begingroup$ Blend: blend-exchange.com/b/k7nep06v, result: i.sstatic.net/peWzj.jpg $\endgroup$
    – xgjxcxzk
    Nov 10, 2023 at 21:18

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