Difference between revisions of "Subdivision Surface Modeling"
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− | This is a modeling technique for making high- | + | This is a modeling technique for making high-resolution models, by manipulating a lower-resolution "cage" model and using software to subdivide for a smoother surface. |
+ | |||
+ | Subdividing increases the number of vertices on the model, making curves more rounded. Usually each subdivision level increases the vertex count 4x the original count. | ||
For game artists, "high-poly hard-surface" usually means creating mechanical/constructed models, which are used to bake into [[Normal Maps]] and other [[:Category:TextureTypes|types of textures]], which are in turn used on lower-resolution game-friendly models. | For game artists, "high-poly hard-surface" usually means creating mechanical/constructed models, which are used to bake into [[Normal Maps]] and other [[:Category:TextureTypes|types of textures]], which are in turn used on lower-resolution game-friendly models. | ||
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Subdivision surfaces can also be used for organic shapes. | Subdivision surfaces can also be used for organic shapes. | ||
− | Not to be confused with [[SmoothingGroups]]. | + | Not to be confused with [[SmoothingGroups]]. Sometimes the term "box modeling" is used, though this applies only to the cage modeling process, not to the subdivision. |
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Beware: Maya's "Subdivision Surface" system is a specialized case which allows different subdivision levels in different areas; this is different from most other modeling tools which divide the whole model instead. | Beware: Maya's "Subdivision Surface" system is a specialized case which allows different subdivision levels in different areas; this is different from most other modeling tools which divide the whole model instead. | ||
− | + | Many tools now support Pixar's [http://graphics.pixar.com/opensubdiv OpenSubdiv library] which may help solve this issue. However the full modeling pipeline should be tested early, to avoid costly errors later on. | |
+ | |||
+ | |||
+ | === Creases === | ||
+ | Some 3d modeling tools support edge creasing, which allows setting subdivision tension on specific edges. This creates degrees of edge "hardness". | ||
+ | |||
+ | These crease weights typically only work within the original modeling software and are not exportable. | ||
− | Models made for games are often exported to work with multiple modeling and baking tools... trying to export a model with creases or local subdivisions may not retain the original modeler's intent | + | Models made for games are often exported to work with multiple modeling and baking tools... trying to export a model with creases or local subdivisions may not retain the original modeler's intent. |
== Primers == | == Primers == | ||
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[[Image:subd_tecnicasmodelado.png]] | [[Image:subd_tecnicasmodelado.png]] | ||
− | [http://www.etereaestudios.com/training_img/subd_tips/index.htm Técnicas modelado por subdivisión] by [http://www.etereaestudios.com/ Cristóbal Vila] | + | [http://web.archive.org/web/20170705234648/http://www.etereaestudios.com/training_img/subd_tips/index.htm Técnicas modelado por subdivisión] by [http://www.etereaestudios.com/ Cristóbal Vila] |
[[Image:subd_subdmodelingprimer.png]] | [[Image:subd_subdmodelingprimer.png]] | ||
− | [http:// | + | [http://probiner.x10.mx/forum/showthread.php?tid=4 subdivisionmodeling.com: The POLE] from the defunct subdivisionmodeling.com |
[[Image:subd_gotwires.png]] | [[Image:subd_gotwires.png]] | ||
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[[Image:subd_perna.png]] | [[Image:subd_perna.png]] | ||
[http://www.polycount.com/forum/showthread.php?t=134116 Shared: My Technical Talk content] by [http://www.3pointstudios.com Per 'Perna' Abrahamsen]. | [http://www.polycount.com/forum/showthread.php?t=134116 Shared: My Technical Talk content] by [http://www.3pointstudios.com Per 'Perna' Abrahamsen]. | ||
+ | |||
+ | [http://polycount.com/discussion/157205/how-u-model-dem-shapes-image-ripped How u model dem shapes? Image Ripped!] by [http://polycount.com/profile/cookedpeanut cookedpeanut] | ||
+ | |||
+ | [[Image:SubD_Makkon.jpg]] | ||
+ | [https://www.pinterest.com/Makkon06/hard-surface-topology/ Pinterest: Hard Surface Topology] by [http://polycount.com/discussion/comment/2466138/#Comment_2466138 Ben 'Makkon' Hale] | ||
+ | |||
+ | [http://polycount.com/discussion/182056/modeling-workflows-and-their-advantages-disadvantages-on-the-workplace Modeling workflows and their advantages\disadvantages on the workplace .] | ||
== Hard Surfaces == | == Hard Surfaces == | ||
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== Tips & Tricks == | == Tips & Tricks == | ||
− | [[Image: | + | [[Image:subdiv_plasticchair.jpg|512px]] |
− | + | ||
− | + | ||
− | + | ||
− | + | ||
[[Image:subdiv_roundinsets.jpg|512px]] | [[Image:subdiv_roundinsets.jpg|512px]] | ||
[[Image:subdiv_tubes-oblastradiuso.jpg|512px]] | [[Image:subdiv_tubes-oblastradiuso.jpg|512px]] | ||
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[[Image:subdiv_gunstock-racer445.jpg|512px]] | [[Image:subdiv_gunstock-racer445.jpg|512px]] | ||
[[Image:subdiv_bolt-insets.png|512px]] | [[Image:subdiv_bolt-insets.png|512px]] | ||
+ | [[Image:Santos_Polygone-Table-Stage-2.png|512px]] | ||
+ | [[Image:Santos_PolygonTableSketchA.png|512px]] | ||
+ | [[Image:Santos_Polygon-Table_v04.png|512px]] | ||
+ | [[Image:Santos_MovingPolesv01_web.png|512px]] | ||
+ | [[Image:subdiv_stepdownguide.png|512px]] | ||
+ | [[Image:subdiv_quad_topology_tips_PeterSatera.jpg|512px]] | ||
== More Information == | == More Information == | ||
− | * [http://www.polycount.com/forum/showthread.php?t=56014 | + | * [http://www.polycount.com/forum/showthread.php?t=56014 How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking)] Polycount forum thread. |
+ | * [http://polycount.com/discussion/174639/polyhertzs-3dsmax-script-quick-high-poly Polyhertz's 3dsMax script - 'Quick High-Poly'] | ||
+ | * [http://polycount.com/discussion/comment/1087295/#Comment_1087295 select every other edge on collapsed subdivided mesh - 3dsmax] Polycount forum thread (how to reverse-engineer a subdivided mesh) | ||
* [[BaseMesh]] | * [[BaseMesh]] | ||
* [[CharacterSculpting]] | * [[CharacterSculpting]] |
Latest revision as of 08:28, 15 May 2021
This is a modeling technique for making high-resolution models, by manipulating a lower-resolution "cage" model and using software to subdivide for a smoother surface.
Subdividing increases the number of vertices on the model, making curves more rounded. Usually each subdivision level increases the vertex count 4x the original count.
For game artists, "high-poly hard-surface" usually means creating mechanical/constructed models, which are used to bake into Normal Maps and other types of textures, which are in turn used on lower-resolution game-friendly models.
Subdivision surfaces can also be used for organic shapes.
Not to be confused with SmoothingGroups. Sometimes the term "box modeling" is used, though this applies only to the cage modeling process, not to the subdivision.
Contents
Subdivision Methods
There are many ways to subdivide models. 3ds Max uses mostly the Meshsmooth or Turbosmooth modifiers, while Maya uses mostly the Smooth Mesh Preview (3 key) or Subdiv Proxy.
Beware: Maya's "Subdivision Surface" system is a specialized case which allows different subdivision levels in different areas; this is different from most other modeling tools which divide the whole model instead.
Many tools now support Pixar's OpenSubdiv library which may help solve this issue. However the full modeling pipeline should be tested early, to avoid costly errors later on.
Creases
Some 3d modeling tools support edge creasing, which allows setting subdivision tension on specific edges. This creates degrees of edge "hardness".
These crease weights typically only work within the original modeling software and are not exportable.
Models made for games are often exported to work with multiple modeling and baking tools... trying to export a model with creases or local subdivisions may not retain the original modeler's intent.
Primers
Subdivision Surfaces: Overview video from The GuerrillaCG Project
Subdivision Topology Artifacts video from The GuerrillaCG Project
OpenSubdiv - Modeling Tips by Pixar.
Hard Surface Fundamentals for 3ds Max by Grant 'sathe' Warwick
Técnicas modelado por subdivisión by Cristóbal Vila
subdivisionmodeling.com: The POLE from the defunct subdivisionmodeling.com
gotwires Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources.
Subdivision surface - Wikipedia has good technical info about sub-d.
Shared: My Technical Talk content by Per 'Perna' Abrahamsen.
How u model dem shapes? Image Ripped! by cookedpeanut
Pinterest: Hard Surface Topology by Ben 'Makkon' Hale
Modeling workflows and their advantages\disadvantages on the workplace .
Hard Surfaces
Proboolean + Dynamesh hardsurface workflow tutorial
Basic Hardsurface Tutorials By Simon Fuchs.
How The F*#% Do I Model This? - Reply for help with specific shapes thread on the Polycount Forum.
Making paneling lines as a floater for 3ds Max by Ralphie 'boyluya' Agenar. From the Polycount Forum thread Firefall - Hard surface Art Dump.
Using ProBooleans in 3ds Max for sub-d modeling Polycount forum thread.
3D Tutorials from Per Abrahamsen aka Per128
Minitutorials by Marcus Aseth - by Marcus Aseth. Modeling gun parts, etc.
hard surface modelling hints pt1 - by 'slipgatecentral'. Creating floaters in Maya, short video tutorial.
How to create circular holes by subdivision by Etereae Studios (translated into English by Google)
Subdivision Tips – Hard Surface Modelling by Alberto 'Blaizer' Lozano (translated into English by Google)
Double Smooth - by Ben 'poopinmymouth' MathisVideo tutorial demonstrates the double-smooth technique for fast sub-d modeling.
Model a Detailed High Poly Fire Hydrant in 3ds Max - by Ben Tate
Matte Metal Tutorial - by Philip 'Philipk' KlevestavModeling 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.
ModelingBathroomTiles - by okkun
modeling hi poly weapons is painful, any tips? from the Polycount Forum.
Technical highpoly workflow tutorial and scripts from the Polycount Forum.
Modeling chainmail in 3ds Max - by Steffen "Neox" Unger
Organic Surfaces
The Making of Moff - High Polygon Realistic Character Creation - by Darren "Daz" Pattenden
Modeling shoe laces, boot laces... etc. from the Polycount Boards
Digital Sculpture Techniques by Bay Raitt and Greg Minter
The Pole from the Subdivisionmodeling.com forum. Saved here: Media:SubdivisionModelingDotCom_The-Pole.pdf (10MB PDF)
The Pole - Revised from the Subdivisionmodeling.com forum
Media:SubdivisionModelingDotCom_Topology-Body.pdf (1MB PDF) from the Subdivisionmodeling.com forum.
Media:SubdivisionModelingDotCom_Topology-Head.pdf (8MB PDF) from the Subdivisionmodeling.com forum.
Tips & Tricks
More Information
- How The F*#% Do I Model This? - Reply for help with specific shapes - (Post attempt before asking) Polycount forum thread.
- Polyhertz's 3dsMax script - 'Quick High-Poly'
- select every other edge on collapsed subdivided mesh - 3dsmax Polycount forum thread (how to reverse-engineer a subdivided mesh)
- BaseMesh
- CharacterSculpting
- PolygonCount
- ReTopologyModeling
- Tools
- Topology