Would you model this with SubD??
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The question really is how detailed does the model need to be. Your model looks perfectly acceptable if you want to use it for a rendering of a full charging station with shopfront and parking spaces etc but if you need a model that will be used for looking at the charging machine itself, then you need far greater detail and far more info than the images you have posted.
Looking at the image I would say yes I would use SUbD, but not entirely and not as one piece unless that was needed.
You can look at it as its component parts and make each as you go. -
Here's something to get you started....
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Nice one Rich.
Did you do some work on easter island some time back?
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Just needs some color.
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Dave, yours looks like an option in a Japanese Gentleman's club. Possibly coin operated.
Rich I was serious by the way. Nice job.
I've just had a go and it is rather complex. -
My wife doesn't let me go to that sort of place so I wouldn't know.
Rich, you did do a great job on it.
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Ok, so here's my version of the top half with screen, with a cable. Mainly just to show that a bent screen with sharp edges can be part of a SUbD structure. All of course very random.
Andrew's original on the left, mine in the middle and flipped for the right.
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Gee, thanks for your feedback guys!
@box - yes I'd only really need it to fill a render scene but I guess detail may be required if I needed it closer in the scene.
@Rich - I need to get inside your brain [could be dangerous I know]. Seems breaking the image down to components is the key to building this thing up.
@Dave - thats the first thing I thought when I saw it too!!
Can you guys point me in the right direction re workflow? I assume Vertex tools / quad tools go hand in hand with setting up a model before using SubD. Am I right? Anything others?
Cheers again, fellas. Really appreciate your input.
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Difficulty of SubD modeling is that you must imagine how your basic form must to be
before it will subdivised!...and for apply a texture
http://topologyguides.com 5 pages!
https://giancr.com/en/essential-tips-hard-surface-small-details-part-01/ 3 Pages
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@utiler said:
@Rich - I need to get inside your brain [could be dangerous I know]. Seems breaking the image down to components is the key to building this thing up.
Can you guys point me in the right direction re workflow? I assume Vertex tools / quad tools go hand in hand with setting up a model before using SubD. Am I right? Anything others?Cheers again, fellas. Really appreciate your input.
For me, it was a trace in 2D exercise to get the topology correct...
Then manipulate the verts to give it form.
I started at the charging handle because I knew it would dictate the geometry density in that area.
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Thanks mate, makes a lot of sense.
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@pilou said:
Difficulty of SubD modeling is that you must imagine how your basic form must to be
before it will subdivised!...and for apply a texture
http://topologyguides.com 5 pages!
https://giancr.com/en/essential-tips-hard-surface-small-details-part-01/ 3 Pages
Thanks Pilou, I'll certainly print these out and have a read through them... applying textures is another question I had so I'll see if I can get through the first stage then work that out after....
Cheers!!
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