Advanced Subsurf Modeling - Techniques to Avoid Pinching

CG Masters · 154K views · 2017 · 14:02

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Computer graphics & renderingDesign & graphics (other)tutorial

Why Blender Stack Exchange recommends it

Blender Stack Exchange users link it when someone needs to add holes, buttons or sharp edge details to a curved subdivision surface without pinching the base shape.

Recommended by 1 people across 1 different months, 2018 to 2022.

What it is

A Blender tutorial by CG Masters on avoiding pinching and distorted curvature when adding details to subsurf-modeled surfaces, especially car bodies. It demonstrates a guide mesh workflow built around the Shrinkwrap modifier to keep curvature clean while working faster.

What people said

Recommends Crantisz · 2022-08 · Blender Stack Exchange · on “How to add small details such as buttons/switches?”

I would suggest using shrink-wrap method described here: [this video] In short, the method looks like this. Prepare the base model with a lot of subdivisions. In my case, I'll use torus: [LINK] Make a copy of the model, and set a shrink-wrap modifier on the high-poly model: [LINK] You are free to add holes in the mesh now, that doesn't break the surface of geometry: [LINK] To add a volume, extrude the points: [LINK] add them into the new vertex group: [LINK] Put this group into shrink-wrap modifier: [LINK] With this technique you can add any holes in the mesh without braking the base surface, even if it is very complex. [LINK]

Cites Kaarel Parve · 2018-11 · Blender Stack Exchange · on “Using edge loops for sharp edges without distorting the mesh?”

I've been trying to make a pirate ship a few days now, but when I was trying to sharpen out the edges of the ship's cabin, I ran into a problem. The edge loops I'm trying to sharpen out the cabin's edges with, are distorting the body of the ship that should not have any creases. The body and the cabin should be in one piece and the transition from the blocky cabin to the round surface of the ship should be smooth. On the picture the problems are circled. [LINK] I have watched CGmasters viedo, where he explaines how to avoid pinching from additional detailes by shrinkwrapping detailed mesh (with pinching) to the same object that is not detailed (base mesh). [this video] I'm trying to create the ba

Cites Grimlock · 2019-02 · Blender Stack Exchange · on “Need a solution for a solution (Subsurf Pinching)”

So I've recently viewed this video to solve my pinching issues with a car bumper: [this video] However, how would one get the bumper lights and stuff back on the bumper once you're done with the shrink wrap and stuff? For example, my model has fog lamps on the bumper. I've removed it and I'm left with only the cut-out hole. I then use the guide mesh to fix it. Now how do I get the fog lamp back on it WITHOUT applying the modifiers? The only way I can think of is by applying all the modifiers first which is both frustrating to work with and removes all the flexibility I can have with the model. Any help is appreciated :)

Cites vklidu · 2021-07 · Blender Stack Exchange · on “How to make better topology on curved surface to make circles on mesh”

I know only Shrinkwrap as efficient way ... [this video] ... and I don't think you have a chance to get it without additional replacement of vertices to polish the curvature due uneven vertex distribution (spacing between vertices) that can't logically result as even curvature with subdivision math.