Creating Contour

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Note: If you have not yet done so, I recommend completing The Fundamentals of Subpatch Modeling as a primer for this tutorial.


Contents

The Next Step

Now let's look further into this subject as we move more toward organic shapes.

Contour

Contour is basically an organic blending of form. Out of an infinite range of possibilities we can say that there are two basic categories:

  • Morphing Curvature
  • Morphing Shapes

So we have two or more curves (such as on a car hood or fender) that blend from one into the next or two or more distinct shapes that blend organically into one another - such as a nose on a face. And of course any combination of the two.

Morphing curves on a car fender.

Image:ContourFender.gif

Morphing Shapes on a face.

Image:ContourFace.gif

Morphing shapes on an industrial visualization.

Image:ContourShapes.gif


Breaking It Down

Lets break it down further and define the components of creating contour. Looking at an object that has organic qualities can be a little daunting. "Where do you start?" is a question you might not easily answer, for it all seems so complex. Practically speaking any object has two qualities, shape and volume so we have two potential approaches:

  • Creating Shape
  • Creating Volume

Shape

Shape could be considered the profile of an object. That which you can see in its silhouette. Yes the silhouette could betray some of its volume, however you can take just about any object and determine which angle favors more of its shape than its volume.

Image:ContourShape.gif

Volume

Volume is the mass of the object, the bulge, the more general shape. It certainly could contain characteristics but we are talking mostly about it's general three dimensional mass.

Image:ContourVolume.gif

We can approach a modeling project by first creating the general volume of the object - say the egg shape of a head - and then work on the various shapes to create the detail. Or we can first create the shape and then add the volume to the object.

Creating a Simple Car Hood

Traditionally, with spline patching we might look at it like this:

These three arrows depict the volume and shape of the object we are going to create.

Image:ContourArrows.gif

We would create a simple spine cage such as this:

Image:ContourCurves.gif

And get a geometry like this:

Image:ContourPatches.gif

Although this is fast and easy we have limited control over our poly flow. Yes we can go back and change it. However, the technique I have developed takes us further than quick simple shapes and allows for moving into advanced high detail organic objects - with good clean and simple poly flow.

We sill start simple but adhere to the concepts of this technique.

For this simple exercise we will start with the shape of the hood. By doing this first, we can establish the poly flow of the object and use that as a starting point to then pull out the volume and add more detail.

The Steps

First start by creating this shape. Basically this is looking down at the hood from the top view.

Image:Hood1.gif

And mirror it.

Image:Hood2.gif

An option is to create the profile - for later use. This will be the volume from one angle.

Image:Hood3.gif

NOTE: You can use this technique with the traditional method of reference photos or art from 2 or 3 angles. Or you may also create a profile reference for another angle as well.

Use the Bevel tool

Image:Hood4.gif


Delete half then using Add Edges, create this geometry on one half.

Image:Hood5.gif

Mow mirror this and slect two points along edge.

Image:Hood6.gif

Use Select loop

Image:Hood7.gif

Invert Selection (Shift ")

Image:Hood8.gif

Select these top points.

Image:Hood9.gif


Now we have the points selected that we want to use pull out the volume.

We will use the DragNet tool (;). I pulled my circle of influence (RMB drag) about this far.

Image:Hood10.gif


And now in perspective view, symmetry on. with the profile as a reference, start pulling out the volume.

TIP: Use the ctrl key to restrict the tool to one axis at a time. I used the Y. This helps keep perfect symmetry.

Image:Hood11.gif


Continue using the Dragnet tool and adjust the size as needed to refine the shape.

Image:Hood12.gif


Image:Hood13.gif


You should get it to look something like this:

Image:Hood14.gif


Now we can use the Smooth Tool (Shift m)on the polugons.

Image:Hood15.gif


With Subpatches turned on, this is what we have.

Image:Hood16.gif


OK back to the DragNet tool

Image:Hood17.gif


Turn off subpaches and refine this shape. You may have to make the circle real small or even use the Drag tool.

Image:Hood18.gif


Add an edge with Bandsaw to tighten up the groove a little.

Image:Hood19.gif


After Mirror and turning Subpaches on here are the final Views:

Image:Hood20.gif


Image:Hood21.gif


So in this simple example, we have taken the first step in the direction of organic modeling. Creating a car - which could be a rather daunting job - is broken down into simple steps. It is a matter of establishing where you need the poly flow. And in this case we needed it along the outer parts of the hood to determine its shape with an edgeloop.


Adding A Fender

Now here we still have the two concepts:

  • Creating Shape
  • Adding Volume

We already have the volume of the hood. We will simply draw the next shape right onto the hood. This shape will become the fender.

Start with Add Edges.

Image:Fender1.gif

And complete a circle. Play close attention to where I place this edge and how.

Image:Fender2.gif

Because the next thing is to add this line here to create quads.

Image:Fender3.gif

And we want to make the center hole for the tire well.

Image:Fender4.gif

Then create this edge

Image:Fender5.gif

And Merge Polys (Shift m)

Image:Fender6.gif

To get this.

Image:Fender7.gif

Now create this line to compete it so it is all quads.

Image:Fender8.gif

Pull the points around to even it out and we now have a perfect edge loop in a half circle.

Image:Fender9.gif

Now select these polys.

Image:Fender10.gif

And use Extender Plus and Move tool.

Image:Fender11.gif

One more time.

Image:Fender12.gif

Now select these polys.

Image:Fender13.gif

And delete to get wheel well.

Image:Fender14.gif

Drag Points around to round it out.

Image:Fender15.gif

You can add another edge with Bandsaw Pro

Image:Fender16.gif

Drag the points around as you wish and subpatch.

Image:Fender17.gif

Another angle.

Image:Fender18.gif

So again, we have kept it very simple but this illustrates the idea of creating organic contour. One shape or curve flows into the next. They key is keeping the poly flow simple. Proceeding in this fashion - with a clear idea of what polyfow we are looking for - we can work very efficiently with little fuss.

Simplified we do this:

  • Imagine or have the reference of the shape and volume.
  • Decide what poly flow is needed to create it.
  • Create that poly fow - usually defining the shape.
  • And finally pull out the volume in some way.
  • Further refine the contour by either adding more edges or editing existing geometry.

You can continue in this way to create the other basic forms of the model.

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