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ℹ️ This tutorial aims to show overall sub-d workflow and how to approach objects because there are many confused people.
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In this tutorial I explained the sub-d modeling workflow through this junction box. It’s just an example. Some details and proportional features are ignored. **This write- is ONLY about workflow, it doesn’t teach about modeling, it teaches workflow.**
About the Workflow
- Sub-D workflow needs practice, it relies on artist more compared to other workflows.
- Sub-D workflow uses modifiers and tools and avoids manual editing as much as possible. Manual editing/vertex diddling increases error margin and is time consuming.
- Strong side of Sub-D workflow is being non-destructive, which helps implementing feedbacks, fixing issues, making variants etc. a LOT easier.
- Sub-D workflow is not necessarily slow. This depens on the shape. Someone who knows his way around can be as fast as people using remeshing/CAD workflows. Some complex objects can be modeled faster tho, but sub-d workflow also has its advantages.
- Despite the name ‘Sub-D Workflow’, sub-d covers a small portion of the entire modeling process. It’s only used for smoothing the edges, unless you are doing “Loose Modeling” which wil be covered in Modeling Half-Organic Objects soon™.
- Sub-D modeling is a viable workflow for weapons. You can choose any workflow you want. But if you are a hard-surface artist and not just a weapon & props artist, I think you must know your way around sub-d.

Examining the Object
In this step, the shape features and details are examined to have a **simple plan** before starting. What resources & references will be used to set propotions, which features will be optimized in which way etc. are decided in this step. The junction box has simple proportions and there is a nice semi-ortographic image to trace.
- Simple cylinder intersections. Since diameters of cylinders are same it will be easier deal with intersecitons.
- Knurling details for grip. I covered knurlings in this page.
- Vertical cuts for grip.
- Security wires. Will be ignored like some other stuff.
- Cable with weaving, something you would do in texturing step.
- Small screws, better not miss.

Block-Out — Shapes are Established, Non-Destructively
- First, major features are blocked out. This part should be done carefully as the rest of the details will be built onto this. Proportion issues might build up and be a bigger issue later. See: Eyeballing & Proportions
- Block-out should be non-destructive, though it is not necessary. Bevel, Boolean, Screw, Array, Weld etc. are very useful and powerful modifiers. Some people see boolean as a taboo but it is just a tool. Use it. this will be covered in A Different Perspective on Booleans
- Segment counts should be moderate and consistent, dense enough to support shapes, spare enough to easily edit. Pay attention to intersection of meshes. Segments should be lining up across meshes.
- After making sure proportions are accurate and geo density is okay, smaller details are added in same way.
- Block-out is one of the main steps to ask for feedback before moving on; otherwise problems will be lot more time consuming to fix.
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⚠️ Notice how sub-d and support loops are not added to block-out mesh. Sub-d will be used in high-poly step for smoothing the mesh for bake. Sub-d modeling doesn’t mean everything will be modeled using sub-d. Adding sub-d and support loops early is a mistake I often see among new artists.
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Base-Mesh — Connecting & Cleanup
Base-mesh is the result of applying everything & cleaning block-out. High-poly and low-poly are made from this. Modifiers are applied and shapes are connected and everything is cleaned up. Clean-up depends on how good block-out is. Weld and Dissolve modifiers can be used for overall clean-up. After using modifiers, some manual clean-up is expected but it shouldn’t be too time consuming.
- Naming can be done in base-mesh as there is no boolean or dummy objects etc. and everything is connected like real life objects.
- Transforms are applied, origins and normals are fixed in this step (if there is any issues). Everything is double checked before moving on.
- Can give rotation variaiton to bolts/screws in this step, can add damage or other deformations depending on project.
- You don’t need to apply everything; especially keeping mirror modifier will help later on. Don’t apply if not necessary.

High-Poly — Details & Smooth Edges
High-poly is the version of base-mesh with tertiary details and smooth edges for bake.
- Tertiary details are added same way as before. Modifiers are used as much as possible and not applied if not needed.
- Floaters & n-gons can be used for speeding up the process.
- Support loops are added using Bevel modifier. Covered how to use Bevel modifier in this tutorial: Adding Support Loops
- After details and support loops, ID maps are set for baking & texturing.
