SubD examples and models
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I began to focus on organic modelling in Sketchup a few months back. It has not come easy to me. But I'm ready to begin a model that I will see to completion. I'll post updates here to help me stay focused. The subject for this model came out of my discussion with Forrest Gimp on another forum. Unfortunately, I have zero experience with rendering. So my goal here will be to successfully produce a life-like model transitioning from a low poly model using Vertex Tools 2, Quadface Tools, then use SubD to complete it. Any advice along the way would be appreciated.
This was my first session's work. Roughly 4 hours
[attachment=2]panther-chameleon.jpg[/attachment
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I think this whole thread is instructive: http://sketchucation.com/forums/viewtopic.php?f=397&t=73461
cool stuff!
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The next step will be to take a fresh look tomorrow and begin fine tuning with details. I'm a huge fan of TutorialsUp on YouTube. He has a sharp attention to detail. This is an area I need to improve on.
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In the process of trial and error over the last few months, I have seen patterns of error. As with any type of modelling, there needs to be a workflow. A type of best practices, in order to ensure minimal mistakes and to be efficient.
Here are some of the things I've learned
- Don't model in millimeters if I'm planning on subdividing. Scale up 10 -100 x's
- Don't re-invent the wheel. Model half as a component then mirror to complete the full form
- Keep it simple, and elegant. Lines should look streamlined
- Huge challenge for me was to improve my power of observation. I started off attempting to model my face. You'll never see that. You would think that after 60 some years, I would know my own face. Apparently not. Still haven't come close to mastering it. But here I'm posting a new image of the hind leg. The chameleon's legs didn't resemble the picture image. I've improved that now. Another reminder to work smarter not harder
to be continued...
Any quick tips on repositioning the legs. From this view, the claws will not be perching on the branch. I have already tried isolating parts and moving them inward. But it does tend to distort geometry higher upper in the chain.
edit: another tidbit I found useful is to navigate with viewports rather than scrolling with mouse. Staying in parallel projection using Front and Side viewports is quick.
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Cool images
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Respect!
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Nice.
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... Builder54, obviously you must have found any shortcut to master such a comlex thing Prima!
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Expanding my approach to greater detail. Partial body only. Next post will have eyes, feet, facial topology, and a slug at the tongue tip
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@hornoxx said:
... Builder54, obviously you must have found any shortcut to master such a comlex thing Prima!
Indeed I did. Sore ass, sore fingers, tired eyes from hours in front of my 15" laptop . I'm thinking it will pay off though. Seriously, thank you for the encouragement.
Edit: HornOxx You must be referring to my Slug 3D buddy Forrest Gimp. He is awesome. It just took me all day to get that.
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The wire mesh looks decent but I can see that before it is ready for rendering, a lot of fine tuning would be needed.
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Improving the Slug
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Just an exercise with Vertex Tools. Six sided polygon. Playing with soft selection radius.
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More Training exercises..
Needed improvements are
1 A number of loops remain open around the eyes and mouth
2 There are poles that have more than 4 sides. This is cause distortion in the final SUbD
3 Loops are not all parallel. Again this will cause distortionOverall I'm happy with the natural looking form
[attachment=1:3m3hqq33]<!-- ia1 -->HZmYi8cJsz.png[/attachment[attachment=0]yAKctnQODk.png<!-- ia1 -->[/attachment:3m3hqq33]
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Don't remember if this cool address was given
http://wiki.polycount.com/wiki/Subdivision_Surface_Modeling -
Very good head! Is there some way the mirror boudary is controlled to not have a visible change in the surfaces' angle? The ear proxy doesn't show much what you did. That must have been a harder part.
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@pilou said:
Don't remember if this cool address was given
http://wiki.polycount.com/wiki/Subdivision_Surface_ModelingMuch appreciated Pilou.
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@pbacot said:
Very good head! Is there some way the mirror boudary is controlled to not have a visible change in the surfaces' angle?
Thank you. I find that that boundary edge between the two mirrored halves to be a problem. I try to manipulate that edge with the 2 halves in place to see if its either raised or depressed on the plane. Once I'm happy then the 2 components can be exploded and joined
@pbacot said:
The ear proxy doesn't show much what you did. That must have been a harder part.
I had done the ear a while back as another exercise. I just stuck it on to complete the profile. My goal here was not to produce a finished product, but to gain experience with quad modelling and all its intricacies.
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Next exercise: Focusing on Poles in quad modelling, reducing their number.
QFT's Pole identification
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Very nice! Thank you for posting back your experience and progress.
I love to see what people create, and hearing the experience helps me with future development.
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