Topology Tip: Perfect Sub-D Modeling Every Time!



Learn how to sub-d model complex topology details with perfect surfaces in Blender! This is one of the tips that changed how I 3D model. These workflows can also be used in any 3D software like Autodesk Maya or 3DS Max.

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Software used in Tutorial:

Blender 4.1.1

#blender #3dmodeling #3dart

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Table of Contents

0:00 Introduction
0:11 The Problem
1:11 The Solution
1:43 When to use this technique
2:10 New Course Announcement!
2:48 The How: Step 1
3:17 The How: Step 2
3:48 The How: Step 3
7:31 The How: Step 4
8:04 Recap
8:45 Source Files

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source

22 thoughts on “Topology Tip: Perfect Sub-D Modeling Every Time!”

  1. I'm interested in your topology course but I'm not a Patreon member. Is there any solution to get informed as soon as it will be available? Newsletter?

    Reply
  2. Just a quick question on the shapes of the faces – on the left hand side of the final gun barrel, all of the faces are near enough square, but as we travel to the lower density on the right, they elongate into rectangles. Is this acceptable for UVs? I was thinking that preserving the shape of the square is best as it cuts down on distortion? Is it just a case of using your discretion? Thanks

    Reply
  3. I was struggling with modelling for a while and I found Aunmar's car modelling series. Although it was in Maya and I'm a blender user I was still able to learn a ton load amount of stuff from that series and I applied that to one of my personal projects. A Gameboy that I was modelling and failed at least 3 times. And after watching that I literally modelled the whole Gameboy without using any booleans. Love your videos bro 🫡 .

    Reply
  4. Looks like an interesting technique that surely gets great results. My question would be from a practical point o view. Unless there is a shot that needs to be that close into the object, like shooting an ant crawling on that barrel and that particular shot would also be static and not animated, I personally see no practical reason to finesse that surface to that level and use additional time to do it as it will not be visible at all on medium shots or animated sequences. Is it good to know how to do it, academically? For sure, no doubt about it. Is it really practical in real life scenarios where everything is on fast forward these days? Not so sure… These kind of surface distortions tend to appear only on very shiny surfaces with almost no roughness or textures and only under certain light angles. But again, it is always good to know how to efficiently fix things.

    Reply
  5. I was following chamferzone's revolver tutorial and was facing this exact pinching issue with SubD enabled. Thanks for the tutorial. It's been really helpful for this specific problem I was facing.

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  6. It's just interesting while I usually always try to use as less as geometry as possible, I just had the issue last week when I had a client asking for very small details to be included and I went the way applying a subd which I usually don't do and I wondered whether this is a legit way😅

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  7. This is well put and I appreciate. Just learnt something new today. Another method I use is I take the base mesh into zbrush carved in the details with alphas and other sculpting techniques and retopologize that high model in Maya(I'm a Maya User).

    It takes some time but it has made my complex hard surface model more cleaner. But again the route to take depends on the model.

    Reply
  8. You use a very nice workflow and your patience is the key in modeling process, also as you know, do and re-do , could be the best training experience!!

    Reply

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