Subd cars-

Here is an update on the detailing of the rear.
I spent 4 hours sketching, 5 hours for detailing of front and now another 5 hours on the back, and I guess another 4 to finish off the exterior. It’s the rear window panel and the rear fender that needs some love + details like mirrors, a door nob etc. (And then an interior… )

The material is a just a simple PBR with metal added to it and the environment is the jewelry environment from Rhino. (wish those had thumbnails… :thinking: )


Superb, the car body is just one SubD surface or several ?

It’s multiple, I am modelling the individual panels as it is on the physical car so I can open the doors etc. And visually the car needs the gaps between the parts too. Here is an explosion of the parts so far:
(But the initial sketch/layout was of more unified parts, so I split them up when I remodel)


Thank you for the clarification, again great job !

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Sneak peak:
The details and interior is coming along…

(Still doing everything in SubD)


I wish you recorded this build!!

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Yeah, it could have been cool at 20x speed :smile:


There, I think I am close to done with this build.

And now off to the rendering studio…
(Unless I decide to do the dashboard…)
It’s been around another 6 hours to complete this, so that makes a total of around 20 hours modelling.

Edit… rendering with denoiser is fast so here it is at 50 samples, thrown into an scene I made for the scull.
I see that I forgot to add glass to the blinkers so that has to be done.

These images are rendered at 50 samples and took 25 seconds each, then 1 second to denoise…

I will play a bit with the paint material and also add a small gap at the doors as they are too tight to the body.

Also, as you can see I didn’t intend to render the interior so it is lacking details and the door is too thick at the top, but that is a quick fix for subd… :smiley:

Here you can see the mesh, pretty light modelling:



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Here’s a small interior update:

Note that these images are screengrabs to show the denoiser in the viewport at 100 samples. (Rtx2060 super)

Still needs some detailing in the speedometer, so I’ll see if I’ll have to put that in there too… :grimacing:

(Also added some details to the front, a better handle and some vents)


Ah… Detail~ :cold_face:

Thank you Holo.

Is it new car model for Holomark? :smiley:

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updates to this project are inbox delight!


Well, if that’s the case then here are a few more :slight_smile:
(Tell me when to stop though!)

Update: Speedometer and seat seam:

Tail light got better materials and a black rubber ring:

And front blinker:

What’s missing now is structure to the tires and vents in the back and on the dash… but those are better made in nurbs and booleans. (I might fake them with black elements though)


Delightful and fantastic stuff, @Holo

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.


That’s thanks to Dr. @dalelear I think, he really optimized the SubD render mesh display performance for large models. Love your project!


Sounds great

I agree SubD performace is 10X better than Tsplines. I never liked Tsplines because it had (initially) very crude tools, and even though their tool set evolved a lot, the performance (and don;t get me started about stability) never delivered. Even today’s implementation in Fusion still cannot deliver in performance, part of that might be that they use shitty AWS cloud computers, instead of leveraging the power of our pro hardware.

We still have models where Rhino SubD slows to a crawl, Because the more we get, the more we want. 10 years ago we were happy to have smooth SubD in realtime in a shaded or ‘olde rendered’ viewport. Today the bar has moved, and we want to have this same smooth behavior on realtime PBR rendered models.

We are working quite extensibility in PBR these days and sharing our findings with McNeel’s dev team. They pointed this out in one of our chats a few months ago:

“Yes, this really drives Rendered mode crazy. SubD tires would make 26100 NURBS surfaces each. They also make 6681600 polygons each.”

We really think we need a per-object faceted/smooth override to take advantage of all the wonderful bells and whistles that keep making Rhino work harder that past decades’s workflows.

The “Gustojunk’s McNeel-troubling Squad” proposed this at the time:

But this probably needs a lot of +1s and likes to be youtracked …some day.



Ah… :thinking:

Thank you for sharing ~ :cold_face: