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Read: Neil Blevins - Primary, Secondary & Tertiary Shapes

Overview

For most hard-surface objects, sub-d is used in final step for smoothing out the shape. However sub-d can also be used in the modeling process itself. Objects with half-organic surfaces can be modeled using sub-d. Purpose of sub-d in this approach is basically defining forms and increasing geo density to be able to add smaller details. The motto is following primary, secondary & tertiary shapes strategy using sub-d. This approach is mostly used for half-organic materials, vehicle bodies, complex cast metal/mold plastic shapes etc.

When modeling a half-organic object, first a simple cage mesh used to model the basic silhouette (primary details), then geo density is increased applying sub-d to be able to add smaller details on the object (secondary & tertiary details). But this also depends on softness/sharpness of details. Cage mesh has the spare topology to model big forms and subdivided mesh has the dense topology needed for adding small details without ruining the quality of the surface. Starting with simple mesh ensures high surface quality and even, grid topology across the model.

<aside> ⚠️ 1. Do not confuse this sub-d modeling with the sub-d modeling workflow! This is different approach under that workflow and sub-d is used to define forms, not just smoothing edges. 2. Sub-D modeling does not mean everything will be modeled manually moving vertices around. Booleans and other tools can still be used.

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How To

  1. Examine references and read forms. Find & group details. See how details overlap.
  2. Block out primary forms using a very basic cage mesh. Make sure base topology is simple, even and consistent. Segments should be matching across meshes if there are multiple.
  3. Apply sub-d to add smaller details and repeat the process until all details are added.

Oxford Shoes

Shoes are great half-organic items with undefined surface forms. Modeled a simplified Oxford shoe to demonstrate.

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Porsche Fender

Sub-D modeling doesn’t necessarily mean you have to manually work on a single mesh; can still use multiple meshes to block out forms. The fender is modeled following a similar principle. Only difference is forms should be more accurate.