SubD examples and models
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Plankton (from SpongeBob SquarePants)
I love these funny stereotypical choleric, so one-dimensional and bullying "world ruler" guys and to prevent any false impression and to make it very very clear: I do this ONLY in comics or Bond movies, but never ever in real life!
One of these "sympathetically" funny guys is Plankton from the SpongeBob SquarePants series (whose inventor Stephen Hillenburg died this week on Nov 26). It's only a strange coincidence that I started to model just this figure from Stephen Hillenburg out of all people this week as a little fun exercise...
https://3dwarehouse.sketchup.com/model/82a7c25a-bc2f-41f9-9608-103a68815299/Plankton
Anyway, Enjoy (and as always, the SKP Proxy file (v2015) is attached below)
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Very convincing!
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Cambered!
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an interesting study!! - frames and glass panels are together one group? or SubDed separately each glass panel?
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All one solid group. You can see the straight copy, outside to the right, before I deformed it with Vertex tools.
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Instant Gaudi! ...oooh... maybe that would be an interesting modelling competition....
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@pepetrucci said:
...This is so fun!...
Yes!! & Prima! -
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cool nice vintage look again and again a surprise to me what happens to rectangles when pressing the SubD button
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Here's one you don't automatically think of using SUbD on. I created the threads using a standard 24 segment circle in the usual manner, then tapered them using FredoScale. Then using QFT I converted all the faces to quads so I could SUbD it and get these lovely smooth spindles. The rest was added after the SUbD.
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the modelling is brilliant! as well as the quality of the metal representation in your render!
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Thanks HornOxx, but there's always something that catches you out. To me the colour of the screws and the shape of the galvanized bracket just aren't right. But this is a SUbD thread so it's not so important.
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Box , your spindles are just insane
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Thanks Tuna.
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The spindles would be another good one for your tips And tricks thread.
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Something to keep in mind, SUbD and using quads isn't just about smoothing faces, the quads allow so much more control of the faces that make up your shapes.
The grid structure of the quads let me use Components onto Faces (onto Face Collections) to position all the cones evenly.
I could add and remove loops to thicken areas and thin others very easily too.
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