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The golden pot › DEV › Art and design › subsurf modelling
subsurf modelling
3d, Photoshop, GIMP or pen & paper, this is where you find it all.
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hyp3rfocus
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PostPosted: Fri Aug 31, 2007 8:34 am    Post subject: subsurf modelling Reply with quote

i'm a huge fan of subsurf modelling, also known as subdivision modelling. this is making a model based on quads and then using the subsurf tool to make an incredibly smooth, detailed model. this site is a great place to see what's possible with subsurf modeling.

models made for subsurf modelling aren't suitable for use as game models because they use a lot of small faces to control the flow of the subsurf that wouldn't make sense to use in a game model. what suburf models are good for is generating normal maps for game models. once the high detail subsurfed model is made then a lower detail, triangle based game model is made and a normal map is generated using the high detail model as the template.

the subsurf model can also be lit and radiosity baked to generate a lightmap that can be used as the basis of the skin for the model. this page has some good images that demonstrate the process. (although the instructions are out of date because blender's tools have changed).
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hyp3rfocus
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Joined: Aug 25, 2007
Posts: 466
Location: england

PostPosted: Fri Sep 07, 2007 4:42 pm    Post subject: Re: subsurf modelling Reply with quote

here's a good example of what i'm talking about.

some of you may have heard of black mesa source, a project to remake halflife for the halflife2 engine. their media page is well worth checking out. the marine in the characters section is a great example of subsurf modelling for computer games.

more information about the marine is available in this thread on subdivisionmodeling.com, where the guy who made it shows some higher detail renderings and wireframes. he also give some explanation of the process.
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