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    File: Screenshot (311).png (856 KB, 1920x1080)
    856 KB PNG
    im wondering if this method is good, i dont wanna make them exactly the same, but im wondering howaccurate u could make them, im still new so unsure what the best method fo modelling is
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    File: Screenshot (314).png (900 KB, 1920x1080)
    900 KB PNG
    >>1031351
    also decided to mess around, looks maybe overdesigned idk
    >>
    File: Screenshot (316).png (834 KB, 1920x1080)
    834 KB PNG
    >>1031351
    last spam, idk if i wanna change it more
    >>
    >>1031351
    By extruding
    >>
    >>1031356
    yes but the pivots and orientations tranforms r quite odd rn and i did this probs sub optimally
    >>
    >>1031351
    >>1031352
    >>1031353
    All of these look fine, so there's no problem with whatever approach you're using.
    It's Blender, so of course there are many ways to model such a thing.
    You could simply start with a cube, scale it until it is long and thin, put some edge loops around it, select a ring of faces, extrude that, inset some faces, extrude them in a bit, and so on. I suspect this is what you did. It's the simplest and most intuitive method. Then set the rotation to the end which pivots, rotate until it is at the right angle and put it in place. Add an array, as you have done, and it's good to go.
    A slightly more advanced workflow would be to use a load of modifiers. That's less destructive. You could use a boolean to cut the feet, so that they adjust to fit whatever angle you place them at. Or add a tiny bevel for realism (no real edge is totally sharp).
    An even more complex approach is to use geometry nodes. This isn't actually much harder than using a stack of modifiers, although it can seem intimidating at first. Your workflow might be similar to the poly modelling approach of starting with a cube, scaling, extruding, etc. but instead of acting directly on the mesh, you add nodes for each operation. This is far more procedural, allowing you to change parameters on the fly.
    Whichever method you use, you also need to make stylistic choices. Do you care if it is physically possible for the legs to fold neatly against the rest of the device? Do you want to show the mechanism which extends, retracts, and locks the legs in place? Is it meant to be realistic? What does that even mean to you? You might make a very 'realistic' model with plausible mechanical details, and then use a totally unrealistic shader to render it like a line drawing. It might be plausible in terms of its mechanics, but cartoonish in proportions. Or superficially 'realist' in style, but lacking in actual coherent logic to the design.
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