Dodge Charger 67

This was a sub division modeling exercise. The car is not meant to be used in game but could rather be used in a 3D animatic or for product-rendering. I used it to fake an old poster of a commercial that could have been used in the 70's to promote the car.

Of course one could use this model afterwards to bake normal maps for a low-poly version of the car, but this was beyond the scope of the exercise.

Sub-Division modeling

As mentioned, this model was made using Sub-Division (or Sub-D). This technique stems from the early eighties(!) and has been widely used to produce animation movies (e.g. Pixar) or photo-realistic versions of real objects.

In essence the technique converts a coarsely defined object (lower-poly) to a smooth surface mesh by dividing the polies into several others. Several - what they call - refinement schemes or algorithms can be used to define the way these low-poly faces are divided.

But the most common one is implemented in the TurboSmooth modifier in 3dsMax. Actually all you have to know is that:

  1. You have to work with quads(!)
  2. You can have a pole (point where 5 lines end) but on a flat surface only.
  3. If you have 3 parallel edges, the surface will go to the first edge and will try to reach the third edge, approximating the second edge.
  4. The closer you put your edge the sharper the smoothing will be.

What I did?

This was a one-man project

What I've learned

I learned about everything there is to know about modeling a high-poly non-organic object with Sub-D techniques.

  1. Use quads.
  2. Use edge loops to get uniform and controllable bending.
  3. Poles are possible but on flat surfaces.