Advanced Subsurf Modeling – Techniques to Avoid Pinching


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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

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23 responses to “Advanced Subsurf Modeling – Techniques to Avoid Pinching”

  1. 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. 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.

  3. 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 ….

  4. 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?

  5. 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!

  6. 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

  7. 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
    Please
    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
    community.

  8. 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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