• Tuesday , 23 October 2018

Advanced Subsurf Modeling – Techniques to Avoid Pinching

Code Canyon


We’ve all been there. You’re using the subsurf modifier for hard surface modeling then you go to add details to a curved surface and it ruins everything by distorting the curvature. Some people call this creasing, or pinching, but whatever you call it it’s probably the most common and most annoying issue among subsurf modelers, especially in car modeling. In this tutorial I’m going to show you an advanced technique to achieve perfect curvatures while also improving your workflow speed. And it’s all done with the magical shrinkwrap modifier.

To learn more about this technique and learn a ton of other techniques, check out my course Complete Vehicle Production in Blender on gumroad at: https://gumroad.com/l/vehicle-production

Car model courtesy of lubomircenovsky on blendswap – https://www.blendswap.com/user/lubomircenovsky


3d Ocean

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  1. Sharooz Asghar
    July 2, 2017 at 01:50

    Awesome! Is there anyway to do it without a guide mesh? I was expecting some magic "move or alignment" haha.

    My tip would be to make the curve first with little geometry so you have more control. Once you re happy with it, simply use more geometry and work with that. Pinches won't be as visible even

  2. Bren In
    July 2, 2017 at 01:50

    if you were to export that mesh into a game engine how would you manage the pieces of the mesh?

  3. Sam Mansfield
    July 2, 2017 at 01:50

    Have you heard of the data transfer modifier? Essentially you can do the same thing but instead of shrinkwrapping you transfer the normals of the smooth piece to the edited geo. Does your method have any advantage over this? Thanks.

  4. Tobiasz Karoń
    July 2, 2017 at 01:50

    This is an insanely good and simple technique.
    Wow. Wow. Wow.
    Thank you, CG Masters!

  5. Edgar Wagt
    July 2, 2017 at 01:50

    started modelling cars about a month ago, it's really nice to learn this so early on!

  6. Mitesh Mhatre
    July 2, 2017 at 01:50

    Hello, Everyone! Can u pls tell us how to apply that "Shrinkwrap" modifier , n delete the guide mesh… any way? I tried all but no help… (we have to first apply mirror,sub-surface n then srink… 🙁 Which is not good model will be very high poly … ) Sorry for my horrible English since it is not my native language ….

  7. gregwoodard02
    July 2, 2017 at 01:50

    I stumbled across this video a week or two ago. I really enjoyed it. I've never modeled a car before. I began my first attempt at a car today, though. So far, I've got the hood done without adding any thickness to it. I have a mirror modifier and subsurf modifier applied in the same order as your example. I also have mean creases applied to all outer edges of the mesh. I do not know what to do to get the sharp corners of the mesh to be sharp. Can you help me?

  8. Muhammad Farooqi
    July 2, 2017 at 01:50

    really awesome tutorial..
    the best use of shrink wrap..
    pressing double G for grab along edges ……….. really amazing.

  9. MrJid1973
    July 2, 2017 at 01:50

    Thank you so much for sharing this great technique.
    I had to work again in one of my olds models, and it works so fine now.
    It was a real frustration to leave these distortions on my models.
    Now, the surface is amazingly clean thanks to this technique.
    Thanks a lot!

  10. Benny Rizzo
    July 2, 2017 at 01:50

    this is great man, I'm so excited for everything coming down the pipe in the near future. keep it up!

  11. SOLAIR
    July 2, 2017 at 01:50

    damn thanks this was a huge help haha the biggest problem when modeling a car exterior in my opinion haha

  12. M. P.
    July 2, 2017 at 01:50

    You just sold another copy of that tasty Wrangler course!

  13. CG Masters
    July 2, 2017 at 01:50

    Luca Crisi, I keep getting "failed to post" when trying to reply directly to your comment so hopefully you see my response here. Applying the shrinkwrap modifier moves the base vertices to a better position, which can potentially help smooth the shape but since it only affects the base geometry you're still going to be left with the same pinching issues if you had them before. Adding shrinkwrap back in makes use of the extra subsurf geometry to perfect the curvature which makes a huge difference. The point of applying shrinkwrap in the first place is to get those base vertices to match up with the guide mesh which prevents possible issues that can occur when adding thickness to the panels. Now, if you had applied the subsurf modifier first and then applied the shrinkwrap modifier, then yes you wouldn't need to add shrinkwrap back in because you've given the base mesh the extra geometry necessary to make it perfectly smooth. Sometimes if the issues are minor enough you may not have to add the shrinkwrap back in, or you you may just be using the shrinkwrap modifier to aid in building the initial shape. For example I use a guide mesh for the entire side of the Jeep to easily build all the panels for the side and make sure they're aligned perfectly, but in the end I don't add the shrinkwrap modifier back in for many of them. So there's just lots of different ways to use shrinkwrap, the more you use it the more you'll understand to what extent it's useful in any given situation. When it comes to the solidify modifier, the point of using two of them was just so that the rim wrapped all the way around and didn't leave me with a flat top. This may have been an excessive detail to add but I like the look better. -Chris

  14. Prashan Subasinghe
    July 2, 2017 at 01:50

    Such a solid workflow! I'm half way through your jeep tutorial here's what I have so far: https://cgcookie.com/image/jeep-tutorial/

  15. Etienne Andlau
    July 2, 2017 at 01:50

    Really excellent thank you.

  16. CGI_musab alazawi_blender
    July 2, 2017 at 01:50

    hello first of all thank you so much …2- how did you chose the red color what was that a material or what # and is there any link to it so I can download it or buy it ? thank you again

  17. lilglilg2011
    July 2, 2017 at 01:50

    if u do this to every model thats gonna take more than month for a car

  18. Con Koumis
    July 2, 2017 at 01:50

    so the knife tool is a no no to fix this problem??

  19. ScatterlingsOfAfrica
    July 2, 2017 at 01:50

    Thank you for this tutorial. A few month ago i tried to model a convincing Ford Mustang, but ran i those problems that you described.

  20. AvalaSoft
    July 2, 2017 at 01:50

    Hello guy.
    I am trying to make assembling/disassembling animation of
    complex (multi part) object in smart way. This option you have in
    3DsMax, Element 3D, Cinema 4D…
    It looks like this: https://www.youtube.com/watch?v=66U9_AfRXVc
    do not show me the way via Particles system and Explode modifier, it
    breaks nonlogically in some chunks, I want every part of object to be
    in one piece…
    If you know how to make in blender, please make it on
    some simple object, just to see principle. Thay is goog for blender

  21. P Markowski
    July 2, 2017 at 01:50

    Hi man! I bought Your course for car modeling and now I'm trying to make my own model. I'm having a really annoying problem. Is there any way to contact You for advice?

  22. Josip Kladarić
    July 2, 2017 at 01:50

    Thanks for this great tutorial, it helped me improve my car.
    For the car material try using something like this one https://www.youtube.com/watch?v=tb8FhXNurho

  23. John Garrett
    July 2, 2017 at 01:50

    Hi Chris, great tutorial. Of course I recognized the technique from the Jeep Project. Still working on it and there is so much in that that nobody else covers. Thanks for sharing your skill and knowledge

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