I thought I’d have a go with the new SubD tools in Rhino having not seriously used SubD for about 10 years or so…
I was hoping for more ‘industry standard’ SubD modelling processes and tools but managed to cobble something together. Really missing a ‘Knife’ tool though!
If I’m honest I didn’t enjoy using SubD for this exterior and think I could have done better with bezier patches and nurbs. The more detail I tried to add into the SubD surfaces the more time I spent messing around with polygon flows and trying to get little wrinkles out of the surfaces (perhaps I’d get better/faster with practice?).
Where I definitely will use SubD in the future is with soft furnishings, quilted sofas etc.
Screen grab from the Rhino viewport below, followed by a quick render with Maverick.
Thanks Nathan, yes, I’ve been using that command. Don’t mind that it works in blocky mode but do mind that it doesn’t give you a preview of the cut. If it had a preview of the cut line from point to point then it’d be a lot easier to judge parallel lines compared with neighbouring edges.
It’s a great start but needs that knife functionality like blender or modo.
Thanks Sciensman, this was purely an exercise in learning Rhino’s implementation of SubD so I wasn’t particularly bothered with the design. So long as it kind of looked like a car then it was good enough for me! One wheel nut was quicker than five…
don’t model the individual body panels. Model it all as one part or a conglomeration of over lapping multiple Subd parts, then do your body cuts and transitions between the cabin and the body etc after converting to Nurbs-
this allows you to have a more cohesive flow and you can get to the final forms faster. The detailing is actually easier in nurbs and you then get the best of both worlds-
that said as a learning piece, this is a very impressive 1st effort with Rhino Subd. I can’t to see your 2nd crack at it!
Thanks Kyle, yes, I started out with one complete body SubD and then started to split it into separate panels once I was ready for detailing.
Don’t think I’d want to convert to nurbs though, the result would horrify me!
I have thought of defining an overall guide SubD shape and then keeping that to snap the detailed panel work back onto. Or maybe a bunch of bezier patches as guides… will have to try that out for my second attempt.
Part of the struggle is working out how and when to utilise SubD - Bezier Patches - Nurbs to get the best out of them and waste as little time as possible.
One thing that did work out really well was the wing mirror - that shape came together really fast and I was pleased with the shape, but there wasn’t any detail on that one.
I say quite often, use the right tool for the job… sometimes subd is appropriate, sometimes not. I actually love the “speed sculpt” style of modeling for concept development on cars, but you are 100% correct that when it came down to final surfaces I’d be using nurbs.
I really appreciate your work and your willingness to share it here, as it serves to further all of our skills. Keep it up!!
And having Mesh/SubD/Bezier Patch/Nurbs tools all in one program gives us massive potential.
I’ve had a go at Zbrush for initial sculpting of shapes which was quite interesting but the interface and wildly different way of doing things slowed me down a lot. Blender SubD has more potential there I think. Looking through Artstation shows loads of amazing automotive models done in Blender. Will have to have a hunt around on Youtube to see if anyone is sharing their detailing processes.