We are going to start a weekly modeling challenge using Rhino v7 wip subd. We want you to learn, we want to learn from you, and hopefully have a little fun.
here’s how it’ll work…
We’ll post a simple image and a few hints- you give it a go and post your results on this thread
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We’ll follow up a week or so later with a video showing our methods of building the same part, and we can all hopefully learn more about Subd together!
1st challenge: Build a hand.
hints: lay it out flat and then make it 3d. remember mirror and join work on subd-
Bonus for fingernails, skin wrinkles and a forearm-
mega bonus for renderings that actually look realistic!
Yes, they are separate parts. And they were a something that I wanted to adjust a bit more since the skin didn’t flow around them nicely. So here that is adjusted.
Still not perfect, but this isn’t a money build, so I think I’ll leave it at this
(The curvature of the nails is a bit too flat)
I also adjusted the knockles a bit so they are slightly better on this image:
I’m not sure whether this is quite in the spirit of things - built the wireframe in Rhino WIP, exported to Blender, sculpted there under a subd modifier, then brought back into Rhino and made back into a SubD. But I find that this does make for pretty good results, even if the wireframe is a bit shoddy.
Just tried to give this a go. I realized after starting to make this 3d I forgot to add a few extra faces, especially on the thumb. How would I go about creating an extra edge here after it’s already 3d?
Only changes were altering the angle of the arm so it leans the hand on the ground, angled the hand a bit (SubD rocks for soft changes like that!), altered the angle of the bracelet so it leans on the wrist and ground, changed the skin tone a bit and darkened the nails a bit. (So minor changes only)
Using PBR emission materials on two boxes to light a scene is intuitive and gives smooth shades, but doesn’t work for OpenGL obviously.
Have to say… the whole SubD thing is growning on me. Whipping up ideas and sketches and modifying organic stuff like this is a huge step forward for designing complex stuff.
(And now I consider my self done with this learning project)