Subd cars-

A couple weeks back, I was able to carve out a session to investigate how well and far the SubD system would let me convert my old tSplines model. The explosion of detached, heavy polysurfaces didn’t transfer through to anything I cared for. Rather than fight each and every isocurve-dense panel, I gathered it’d be a lot simpler to just redo it from square one natively in Rhino’s SubD. This move also served to REALLY see what the WIP could do… 2+ weeks and 305 SubD objects later, it’s SubDs aaaaaaaaaaaaaaallll the way down:


Following Holo’s rules, individual body panels.


One-piece factory OEM Style 35 rims. No shortcuts.


By this point, it was clear that Rhino SubD (RSD) stayed impressively light on its toes regardless of whether I wanted to model in box or smooth mode for however long I wanted. The tSplines predecessor would’ve started behaving sluggishly LONG before I had a chance to get here. Sluggishness directly impedes the ability to whip the model around and that’s primarily the reason why I never entertained the idea of body panels back then.


Guages, vent slats, knurled knob, shift boot. SubD, subd, subd, aaaaand subd. Yes, with ALL objects left visible AND in Rendered View, the model twirls around like nothing I’ve seen before. What manner of scorcery is this, McNeel? It can’t ALL be from the new notebook (8-core i9 5ghz, 32mb RAM, Radeon Pro 5600M 8GB)

I’ll toss any additional shots in a gallery post.

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