I'll be using this sketchbook thread as a place to warehouse write-ups that wouldn't really fit anywhere else. Most of the content will cover concepts and fundamentals related to hard surface modeling with some broader commentary on the creative process.
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Subdivision topology: grids, edge tension and smoothing stress.
Subdivision modeling: process optimization, order of operations and flat surface topology.
Subdivision modeling: When is good enough, good enough?
Subdivision [Saturday] Sketch: Camera rod clamp and rosette.
Both the rosette and the screw have support loops generated by active (editable) modifiers.
Connecting geometry is created with single click automated bridge and fill operations. Minor details are added with inset operations and boolean subtractions. Support loops are generated with bevel / chamfer and inset operations.
Minor topology adjustments are made after automated edge loop placement. Triangles and n-gons are used to simplify the modeling process. Since they aren't causing any major smoothing issues there's marginal benefit to resolving the topology to all quads.
Spending a lot of time on minor details that won't be seen by players generally isn't a great use of time. This model is a very small part of a larger stabilizer system so any minor smoothing imperfections won't be noticeable to players after the bake is completed and normal texture details are applied. There are certain areas that could be abstracted or optimized further to speed up the modeling process but the goal for this project was to maintain a high level of dimensional accuracy with minimal geometry.
Subdivision modeling: all quads and manual loops Vs n-gons, triangles, booleans and modifiers.
All quads and manual support loop placement.
Process evaluation.
N-gons, triangles, booleans and modifiers.
Process review.
Result comparison.
Subdivision modeling: use more geometry or create better geometry?
Subdivision [Saturday] Sketch: Camera mount baseplate.
Subdivision modeling: corner topology edge flow.
Subdivision modeling: variations on a theme and observation as a skill.
Would you consider selling some kind of 3d reference package of these subd examples that you have made over time? as .blend or .obj? Thanks
Subdivision Sketch: camera rig - detail iterations and streamlining geometry.
Art fundamentals: test samples and process validation.
Subdivision modeling: block outs and incremental progression.
Subdivision modeling: mesh complexity and shape accuracy.
Subdivision Sketch: Camera rig grip + clamps and articulated ball arm.