

Imho it makes better sense to distinguish techniques between sub-d (parametric) and sculpt (and if you want retopo, but topology knowledge comes intrinsic from sub-d and vice-versa) to be clear.To put this in perspective, I have a lot of experience with Hard Surfacing in Blender/Maya in the subdivision path. Many sculpting packages are good with dealing with hard-surface with addition of specialized brushes and tools. It is unfortunate to split modelling between hard-surface and organic today, as now it is obsolete and has mostly historical reasons. In 2D graphics the analogy is vector vs raster - vector graphics allows for exact shape definition and raster allows to make complex shapes fast with brushes (sculpting in 3D is not exactly a raster technique, as that would need to be voxel sculpting, but we can honestly squint eyes to make the comparison). Sculpting is another skill-set to master, that is why it is usually separated. Techniques used to create hard-surfaces have similar mindset of building control surface topology and they complement each other closer, so that's why such modelling is referred as hard-surface. Because of this sculpting is the preferred technique here as it allows to quickly define irregular shapes. To model them would result in using too many control surface points. On the other hand soft-surfaces, like organic tissue, are highly irregular. It is very fast to construct simple shapes.

Because of this, these techniques are useful for modelling fairly regular hard-surface shapes that do not change.īecause these techniques are parametric, it is easy to precisely define surfaces that need to be perfectly flat, need to have exact curvature or carefully placed creases. You create curvature using Beveling or by Subdivision surfaces. The first 3 are parametric modelling techniques - you control limited amount of points to define the surface.

poly-modelling (extruding polygons from a primitive into complex shape).We can distinguish these modelling techniques: Sometimes it's not only one way, but multiple ways are used based on how they are fit. There are many ways how to achieve the end-result shape of your object.
