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I have been animating for a little while, but it was all with models I'd downloaded off the internet rather than my own. Today I decided to model something myself and add it to one of the existing models. I decided to start with a simple tail.

I dumped a few cylinders into the workspace, moved them into a curved shape resembling a tail, joined them, and then realized there were some big gaps. I assumed going into sculpt mode would fix that, played around with that a bit, nothing worked. So I decided to look up a tutorial, which told me to start over with a cube, extrude it, and bevel the edges. At first, I screwed that up too, although I went back to it and I think I figured it out: Simple reptilian tail modeled in blender. Resembles that of a crocodilian, minus the scutes on the dorsal surface

This is the tail that I extruded from a cube. It's quite low-poly and I haven't added details or a rig yet. I deleted the cylinder mess, although I probably shouldn't have for the sake of comparison. This whole tail took me over an hour to do.

I'm sorry for being so wordy, but the underlying question is: Would it have been easier to join several objects like I tried before, or is the extrude and bevel strategy the best way to go? Or is there a third strategy I haven’t discovered which is better than both?

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  • $\begingroup$ Vote for a cone $\endgroup$ Commented Jan 29 at 21:03
  • $\begingroup$ I would use a curve object with a profile to get the initial shape. Then once you've got that how you want you can convert it to a mesh and apply materials and UVs like normal. Here's the docs page about this method. $\endgroup$ Commented Jan 29 at 23:31
  • $\begingroup$ @Jakemoyo all right, that makes sense! I decided I liked the low-poly style of the tail and will keep it, but I will definitely use that method for when I make more advanced models like I'm planning to. $\endgroup$ Commented Jan 30 at 15:35

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