Sub d challenge 6!

so here’s where I say take the time to clean up your box mode mesh, a clean mesh is much easier to manage, and will be much easier to edit.

clean box mode= clean smooth mode

thanks for the input!

I still see a big difference between 3dmax and subd


…And those difference are, exactly? (not being snarky, I’m genuinely interested)

the mess that is generated with the subds and how difficult it is to add InsertPoint, maybe it should be that I still haven’t mastered the subd but I think it would be very good to be able to add a line without having to convert it into a polygonal mesh.
on the other hand I also do not achieve the same rounding that I achieve using mesh

you never have to convert a subd to mesh… simply toggle from box mode to smooth mode using the tab key… keep your box mode nice and tidy and the smooth model will run very well.

FWIW most modeling should be done in box mode, toggle to smooth model just for minor adjustments and to review your progress.


I Hope this helpful

LINK- Creamy and Crunchy SubDs


Late to the party, but still…
Not a pretty shoe, but good exercise in modeling on top of something (in this case a 3D scanned foot dl’ed of the interwebs). I might just build the rest of the skater boy wearing this :slight_smile:

Yes! Dying to see the rest of the character … I see a very Aardman style developing here…

suggestions for pushing forward, look at beveling some edges to get some sharp to balance out your soft, and don’t be afraid to jump to nurbs to add details!

fwiw- look to the skull challenge for inspiration on making the head, and challenge 1 for making the hands! :wink:

(see?’s alllll coming together…I snuck up and taught you all some stuff… :wink: )

Thanks for this exercise. I forced myself to work only with SubD.

I started twice. First I tried to place point by point and edge by edge. No good strategy. At some point I used the toggle subD command very often to clean up.

Then, set xyz, bend, smooth works very well to control polygon of subD. It was much easier to me working with the control points.

At the end I figured out extracting some surfaces from the SubD for coloring will change the geometry, if there are no creases. So no color this time.


Wow it is neat and stable Sub-D work flow :heart_eyes:

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But my exercise was only for “Chocolate Shoes”.
SubD Wip.
(Various Dimensions_Colors_and Likes:(white,melk,donker,…vainilla,etc).
Test it…“Choco3D_Winkels”!.



Great work! nice light topology, and your part fits are much nicer than mine- well done!

A bit late, but here is my shoe, modeled in SubD (except the eylets).
I did not start from a sketch, but from a 3D shoe last scan. I started by drawing some essential curves on the last (SnapToMesh is very helpful while doing that).
I missed the option to pull curves to more than one SubD face in one go.
I can Project a curve onto a complete SubD object with multiple faces, or intersect the complete SubD object with another object , but Pull only lets me select separate faces to pull to, instead of the complete SubD object.
I created SubD faces while snapping to the scan, extruded edges of the subD faces, then pulled the editpoints to the last. Then I refined the shapes by dragging the editpoints (one by one) with SnapToMesh on.
I miss the option of dragging multiple points in one go with all the moving points snapping to the mesh, or extruding edges/appending faces, inserting edges etc. while snapping to the mesh.
I think such a “retopo” functionality is a must, dragging points one by one is to much work.
A command Match for SubD edges is missing
so I used the command “Align to curve” to match edges to a curve, but I hope _Match for SubD will become available.

To create the rounded edges of the shoe parts I made two rail sweeps (with the green curves as cross sections). To be able to control the alignment with the surface, I had to change the SubD surfaces into Nurbs Polysurfaces first,
Edges of a SubD are not accepted by Sweep along a rail.
Hope this will become available too.

When giving thickness to the parts, I use Offset as a solid.
But I miss the option to create creased corners for Offset SubD.
After offsetting I have to crease the rounded edges manually. Hope this will become a option for Offset SubD.
Also splitting along edge loops is something I miss.

Finally I ran into trouble again while trying to create a decent render. One of my problems is that the rendered viewport is very different from the final rendering, so I have no clue how the reflections, gloss and bumpmaps in my final rendering wil look, I think my hardware is not good, combined with my lack of experience, but here are 2 rendered viewport captures and a final rendering.

On this Viewport capture the stiches (curves with piping on) are visible as 4 groups, I have no idea why this is happening.

The final rendering

I think SubD is great for shoe design, and I hope that some missing options will become available soon!


Amazing model and great feedback- see below!

you can drag select multiple faces as an input for pull- and pull can be updated with history-
But I see what you’re saying about not being able to select the entire subd for a pull input. Will write that up-

yes… totally agree, we need to get that tuned up a lot… topogun does this the best I have seen so far, I’d love to have that capability here and will campaign for it internally.

you are on the right track with align… but I agree a real match would be nice.
Can you expand on exactly how you’d like to see that work?

They are in my build… make sure to choose chain edges and pick the subd edges as input rails- you can also choose to have 2 rail sweep output a subd .

Another way of doing that may be to bridge with 2 sections and adjust the bulge via the center edge, although doing it in nurbs like you did is more precise.

Agreed will write this up-

You can extract faces (right click on explode) , but I agree using an edge to split a subd would be super useful and much easier than extract - will write this up as well.

awesome work! thanks for the feedback!

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ME TOO AMAZING~ :heart_eyes:

Thanks for your reaction Kyle.

More or less the same as with Nurbs, with the options position/tangency/ curvature or better, closest point yes/no, average/first/second, and the possibility to match edge(loops) with different amount of edges.
But I am sure there will be more creative minds that can think of better options

Ok, I see now that selecting edges one by one allows me to select a chain of edges. Double click does not select a chain and deselects an already selected edge. That is why I thought it did not work. But selecting al the edges of a chain one by one is not practical. Also when Sweeping along SubD edges the options of edge continuity are not available.

I tried that, but adjusting the bulge works much better for me with Sweep, history enabled, by adjusting the cross section curve.

And thank you for pointing me to TopoGun, that indeed shows a good way to retopo a mesh. Maybe I will buy that, but it would be much better if such functionality is incorporated in Rhino.

yes but once you join the swept object with the SubD it would be g1. My biggest complaint is that the swept object does not match the span count of the rails it was made from.

You are right.

If you pre-select both the SubD and the curve, it will Pull to the entire SubD. Post-select faces to control the pull to only specific areas.

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How SubD will work with Grasshopper?
(I don’t have any experience with SubD!)