SubD examples and models
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 Brilliant and inspiring. Thanks for posting this. 
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 @Mike-Amos thank you.. I'll share the last couple of models when I'm done  
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 I had to put the shoe modeling on hold because I had to do this for work today      
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  flawless flawless
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 @Rich-O-Brien flowify is the key for this sort of stuff.. 
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 It would help to see the workflow for that last especially, if/when you have time. 
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 @Mike-Amos well, in this case i started with a basic trace of photo references, I use components, so that I can use different photos for different pieces but then the components are nested in the main assembly so they end up in the right place..  They also gave me a pretty bad photoscan, so I used that just to intersect it with a plane and extract the basic profile of the seating. 
 I then smoothed the extracted curve with Curvizard and normalized it with Polyline Segmentor Then I created a base grid for the pattern with the proper real world measurements.  I then created a repeated component with Curviloft Skin  Same for the buttons  And then create a different variation of that component for the sides  And another variation for the corners  then I joined all of them together.. please notice that In this stage I try to keep the quads as even as possible, because I'm gonna deform this stuff  Then I extracted the diagonals for the sewing and used "Lines to Tubes" with quite low poly geometry.. and of course I did some cleanup with quadface tools for the overlapping geometry which will not be seen.  I then created the base shape of the seating using Curviloft ad Quadface tools.. and extracted the grid were I need the upolstered thing..  Then I use the QuadfaceTools "Unwrap Grid" feature to extract a flat grid from that.. which has the exact same lenght and topology of the seating that I'm going to replace.. and here is the flowify rig setup that I used to send the geometry to the curved surface. WARNING: you need to use "flowify without cuts" to avoid messy topolgy and keep quads.  From this stage, it was just a matter of stitching and tweaking.. with the usual VertexTools, QFT, Artisan shenanigans  Meanwhile I also added the studs.. I used profile builder assembly to place them and then manually repositioned some bits in the problematic areas  And this is the updated version with the studs.. 
 I hope this was helpful to better understand the process..It's a bit different every time.. the shoe and the skatepark used a quite different process.. and the other sofas I posted before of that, is another different story..    
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 A Great work! β & thanks for the many pictures of the doing process. 
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 Agreed, a great resource. Thanks very much for that. 
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 I improved the upper stitching (which was too hard compared to the reference) with Vertex tools and the upper part of the tuft (which was too thin) using Artisan2 FFD (with a couple of tricks to make it work on multiple subgroups). 
 I also increased the rounding of the frame profile using Artisan Move tool "normal" constraint.
 I think I'm done with this one.
 Time to unwrap it     
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 "Work smarter not harder"  
 Another WIP from the same vintage furniture job, leveraging the power of components..
 Most of the armchair details are reusable for the sofa. 
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 It's nice to see an orderly work process. And it seems like I'm already losing my position. 
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 @alvis said in SubD examples and models: it seems like I'm already losing my position Your work has always been a source of great inspiration and will always be. 
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 I did some progress with this couple of models..        
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 @Rich-O-Brien LOL  I plan to unwrap separate meshes at mid poly stage and keep them consistent with the "tile trick" 
 then I'll do the final SubD
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