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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 [[ NormalMap|normal maps]] and other [[Category:TextureTypes|types of textures]]. |+|
This is a modeling technique for making high-poly hard-surface models.
For game artists, usually means mechanical/constructed itemsbaked into [] and other [[Category:TextureTypes|types of textures]]
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Revision as of 15:31, 3 August 2014
This is a modeling technique for making high-poly hard-surface models, by manipulating a lower-resolution "cage" model and using software to subdivide for a smoother surface.
For game artists, hard-surface usually means mechanical/constructed items. These high-poly models are baked into Normal Maps and other, to be used on lower-resolution game-friendly models.
Also called SDS or smoothing. Not to be confused with SmoothingGroups. The term "box modeling" can be used, though this applies only to the cage modeling process, not to the subdivision part.
Subdivision Surfaces: Overview video from The GuerrillaCG Project
Subdivision Topology Artifacts video from The GuerrillaCG Project
Hard Surface Fundamentals for 3ds Max by Grant 'sathe' Warwick
Técnicas modelado por subdivisión by Cristóbal Vila (English translation by Google)
Sub-Division Primer from Subdivisionmodeling.com
gotwires.info 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.
FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO from the Polycount Boards
Hard Surface Sculpting – ZBrush by Selwy
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)
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.
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 Boards
Technical highpoly workflow tutorial and scripts from the Polycount Boards
Modeling chainmail in 3ds Max - by Steffen "Neox" Unger
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
FAQ: How u model dem shapes? Hands-on mini-tuts for mechanical sub-d AKA ADD MORE GEO Polycount forum thread