Subdivision Surface Modeling

= Subdivision Surface Modeling =

This is a modeling technique for making high-poly hard-surface models. For game artists, this usually means mechanical/constructed items, which can then be baked into normal maps and other.

Primers
Subdivision Surfaces: Overview video from The GuerrillaCG Project<><>
 * [[Image:SubdivisionSurfaceModeling$subd_subdsurfacesoverview.png]]<>

Subdivision Topology Artifacts video from The GuerrillaCG Project<><>
 * [[Image:SubdivisionSurfaceModeling$subd_subdtopologyartifacts.png]]<>

Hard Surface Fundamentals for 3ds Max by Grant 'sathe' Warwick<><>
 * [[Image:SubdivisionSurfaceModeling$subd_inorganicfundamentals1.png]]<>

Técnicas modelado por subdivisión by Cristóbal Vila (English translation by Google) <><>
 * [[Image:SubdivisionSurfaceModeling$subd_tecnicasmodelado.png]]<>

Sub-Division Primer from Subdivisionmodeling.com<><>
 * [[Image:SubdivisionSurfaceModeling$subd_subdmodelingprimer.png]]<>


 * [[Image:SubdivisionSurfaceModeling$subd_gotwires.png]]<>gotwires.info Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources.<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_wikipedia.png]]<<BR>>Subdivision surface - Wikipedia has good technical info about sub-d.<<BR>><<BR>>

Hard Surfaces
[http://boards.polycount.net/showthread.php?t=56014 FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO] from the Polycount Boards<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_howumodeldemshapes.png]]<<BR>>

Making paneling lines as a floater for 3ds Max by Ralphie 'boyluya' Agenar. From the Polycount Forum thread Firefall - Hard surface Art Dump.<<BR>><<BR>>
 * Image:SubdivisionSurfaceModeling/attachments/subd_floatingpanelinglines_thumb.jpg<<BR>>

3D Tutorials from Per Abrahamsen aka Per128<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_probooleans.png]]<<BR>>Using ProBooleans in 3ds Max for sub-d modeling Polycount forum thread.<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_per1283dtutorials.png]]<<BR>>

How to create circular holes by subdivision by Etereae Studios (translated into English by Google)<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_marcusaseth.png]]<<BR>>Minitutorials by Marcus Aseth - by Marcus Aseth. Modeling gun parts, etc. <<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_slipgatecentral.png]]<<BR>>hard surface modelling hints pt1 - by slipgatecentral. Creating floaters in Maya, short video tutorial. <<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_circularholes.png]] <<BR>>

Subdivision Tips – Hard Surface Modelling by Alberto 'Blaizer' Lozano (translated into English by Google)<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_blaizer.png]] <<BR>>

Creating a Next-Gen Sci-Fi Prop video tutorial by Evan 'racer445' Herbert. Shows the "double smooth" modeling trick for 3ds Max: use smoothing groups to define hard edges, add a TurboSmooth modifier set to preserve smoothing groups, then another without on top.<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_racer445scifiprop.png]]<<BR>>

Model a Detailed High Poly Fire Hydrant in 3ds Max - by Ben Tate<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_doublesmooth.png]]<<BR>>Double Smooth - by Ben 'poopinmymouth' Mathis<<BR>>Video tutorial demonstrates the double-smooth technique for fast sub-d modeling.<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_firehydrant.png]]<<BR>>

ModelingBathroomTiles - by okkun<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$sculpt_philipkmetal.png]] <<BR>> Matte Metal Tutorial - by Philip 'Philipk' Klevestav<<BR>>Modeling and texturing a sci-fi metal plate wall using 3ds Max and Photoshop. More modeling and texturing tutorials at http://www.philipk.net/tutorials.html.<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_modelingbathroomtiles.png]] <<BR>>

modeling hi poly weapons is painful, any tips? from the Polycount Boards<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_modelinghipolyweaponsispainful.png]] <<BR>>

Technical highpoly workflow tutorial and scripts from the Polycount Boards<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_technicalhighpolyworkflow.png]] <<BR>>


 * [[Image:SubdivisionSurfaceModeling$subd_chainmailneox.png]] <<BR>> Modeling chainmail in 3ds Max - by Steffen "Neox" Unger<<BR>><<BR>>

Hard Surface Sculpting – Hard Surface Modelling by Selwy

Organic Surfaces
The Making of Moff - High Polygon Realistic Character Creation - by Darren "Daz" Pattenden<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_makingofmoff.png]]<<BR>>

[http://boards.polycount.net/showthread.php?t=71189 Modeling shoe laces, boot laces... etc.] from the Polycount Boards<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_shoelaces.png]] <<BR>>


 * [[Image:SubdivisionSurfaceModeling$subd_digitalsculpturetechniques.png]]<<BR>>Digital Sculpture Techniques by Bay Raitt and Greg Minter<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_thepole.png]]<<BR>>The Pole from the Subdivisionmodeling.com forum. Saved here: attachment:SubdivisionModelingDotCom_The-Pole.pdf (10MB PDF)<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_thepolerevised.png]]<<BR>>The Pole - Revised from the Subdivisionmodeling.com forum<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_thebody.png]]<<BR>>attachment:SubdivisionModelingDotCom_Topology-Body.pdf (1MB PDF) from the Subdivisionmodeling.com forum.<<BR>><<BR>>
 * [[Image:SubdivisionSurfaceModeling$subd_thehead.png]]<<BR>>attachment:SubdivisionModelingDotCom_Topology-Head.pdf (8MB PDF) from the Subdivisionmodeling.com forum.<<BR>><<BR>>

More Information

 * FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO Polycount forum thread
 * BaseMesh
 * CharacterSculpting
 * PolygonCount
 * ReTopologyModeling
 * ReTopologyModeling