Firstly, I recognize as a SubD beginner I’m not going to be able to model a car. However, I’d like to get a grip on where to start on modeling just the overall shape. I’ve done a couple tutorials of different methods, but would like if someone in the know could suggest a process. e.g. Sketch import> SubD planes>…, or “Make a SubD object with the following parameters”. Or point to a tutorial that might be most useful.
So this is where I’ve reached. However, I’ve learned that edit commanded like “trim”, join, etc, result int the SubD object becoming a polysurface and SubD commands no longer works. Am I correct that Booleans do not work for SubD and there is no subtraction/join in this form of modeling. e.g. I cannot subtract the wheels from the body?
What will the model be used for?
What initial information and constraints will be used?
Any reason the model needs to remain a SubD model?
In addition to what David pointed out:
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Do you use any background images to guide you to at least the initial design? (IMO you should if you haven’t done that)
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You should not create the complete car as a single subd.
- even tyres and the rims should be separate.
- moving parts (doors, hood, hatchback) should be separate.
Thanks guys. It was a quick request for basically a shape silhouette to be used in a meeting. I did in it AC. (The above image would have been adiquate for the 10 minutes I had to do it.) Still, I wondered I’d make it if a 3d model had been requested. I believe SubD offers another method to model, but I’m not familiar with it. That said, in my world, these kinds of requests are usually “same-day”, so I have very little time. Re: the questions.
I would be creating the model (Rough) to generate image reference. It would not need to remain SubD, and no one is going to build from it.
I get the advantage of a background image, but for the above, I just drew a curve >extrusion>SubD.
Sound advice on separate pieces.
Without tools like Booleans, how does one approach creating a such a form with wheel wells, etc.?
Yep, this is also what I think, alas I cannot yet find a decent applicability in my daily work. Perhaps, yacht design, or some prototype futuristic ships.
I don’t think anyone is yet.
I haven’t used T-splines but I have a little experience with Blender and it resembles the method of modeling in Blender.
Seek some videos on youtube regarding modeling cars in Blender and you’ll understand what I mean.
Unless the end result needs to be SubD you can convert the body shape to NURBS surfaces using ToNURBS and then use the Boolean commands. You could also model tires and wheels directly in NURBS using the Revolve, ArrayPolar, etc commands and then Boolean with the converted body surface.
That what I did to get the wheel wells. (Pic 2.) However, I tried re-converting to SubD and I get crazy results. (Pic 3.) Edges of the wheel wells are extended and all sorts of pieces appeared. I assume SubD to Nurbs to SubD is not a process that can be done back a forth.
Pic 2
Pic 3
yes, there is a big minus when converting to nurbs and back to subd.
I have been planning to read more about what subd is but didn’t have yet the time.
This is in fact the reason I cannot find applicability as in my job I’m trying to reduce the amount of surfaces which subd in fact increases.
I’ll check the Blender videos.
I’d look into Alias subd demos as well.
Hi - Have you looked at Phil Cook’s video?
-wim
Had not seen these. Will check them out. I did the cup and sculpture tutorials (From McNeel?).