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.
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:
- You have to work with quads(!)
- You can have a pole (point where 5 lines end) but on a flat surface only.
- 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.
- 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.
- Use quads.
- Use edge loops to get uniform and controllable bending.
- Poles are possible but on flat surfaces.