From polycount

This is a modeling technique for making high-resolution models, by manipulating a lower-resolution "cage" model and using software to subdivide for a smoother surface.

Subdividing increases the number of vertices on the model, making curves more rounded. Usually each subdivision level increases the vertex count 4x the original count.

For game artists, "high-poly hard-surface" usually means creating mechanical/constructed models, which are used to bake into Normal Maps and other types of textures, which are in turn used on lower-resolution game-friendly models.

Subdivision surfaces can also be used for organic shapes.

Not to be confused with SmoothingGroups. Sometimes the term "box modeling" is used, though this applies only to the cage modeling process, not to the subdivision.





Subdivision Methods

There are many ways to subdivide models. 3ds Max uses mostly the Meshsmooth or Turbosmooth modifiers, while Maya uses mostly the Smooth Mesh Preview (3 key) or Subdiv Proxy.

Beware: Maya's "Subdivision Surface" system is a specialized case which allows different subdivision levels in different areas; this is different from most other modeling tools which divide the whole model instead.

Many tools now support Pixar's OpenSubdiv library which may help solve this issue. However the full modeling pipeline should be tested early, to avoid costly errors later on.





Creases

Some 3d modeling tools support edge creasing, which allows setting subdivision tension on specific edges. This creates degrees of edge "hardness".

These crease weights typically only work within the original modeling software and are not exportable.

Models made for games are often exported to work with multiple modeling and baking tools... trying to export a model with creases or local subdivisions may not retain the original modeler's intent.

Primers

Subdivision Surfaces: Overview video from The GuerrillaCG Project

Subdivision Topology Artifacts video from The GuerrillaCG Project

OpenSubdiv - Modeling Tips by Pixar.

Hard Surface Fundamentals for 3ds Max by Grant 'sathe' Warwick

Técnicas modelado por subdivisión by Cristóbal Vila (English translation by Google)

subdivisionmodeling.com: The POLE from the defunct subdivisionmodeling.com

gotwires Got Wires is all about Subdivision Modeling: Video Tutorials, Sub-D Wires and Modeling Resources.

Subdivision surface - Wikipedia has good technical info about sub-d.

Shared: My Technical Talk content by Per 'Perna' Abrahamsen.

How u model dem shapes? Image Ripped! by cookedpeanut

Pinterest: Hard Surface Topology by Ben 'Makkon' Hale

Modeling workflows and their advantages\disadvantages on the workplace .

Hard Surfaces

Proboolean + Dynamesh hardsurface workflow tutorial

Basic Hardsurface Tutorials By Simon Fuchs.

How The F*#% Do I Model This? - Reply for help with specific shapes thread on the Polycount Forum.

Making paneling lines as a floater for 3ds Max by Ralphie 'boyluya' Agenar. From the Polycount Forum thread Firefall - Hard surface Art Dump.



Using ProBooleans in 3ds Max for sub-d modeling Polycount forum thread.

3D Tutorials from Per Abrahamsen aka Per128

Minitutorials by Marcus Aseth - by Marcus Aseth. Modeling gun parts, etc.

hard surface modelling hints pt1 - by 'slipgatecentral'. Creating floaters in Maya, short video tutorial.

How to create circular holes by subdivision by Etereae Studios (translated into English by Google)

Subdivision Tips – Hard Surface Modelling by Alberto 'Blaizer' Lozano (translated into English by Google)

Double Smooth - by Ben 'poopinmymouth' MathisVideo tutorial demonstrates the double-smooth technique for fast sub-d modeling.

Model a Detailed High Poly Fire Hydrant in 3ds Max - by Ben Tate

Matte Metal Tutorial - by Philip 'Philipk' KlevestavModeling and texturing a sci-fi metal plate wall using 3ds Max and Photoshop. More modeling and texturing tutorials at http://www.philipk.net/tutorials.html.

ModelingBathroomTiles - by okkun

modeling hi poly weapons is painful, any tips? from the Polycount Forum.

Technical highpoly workflow tutorial and scripts from the Polycount Forum.

Modeling chainmail in 3ds Max - by Steffen "Neox" Unger

Organic Surfaces

The Making of Moff - High Polygon Realistic Character Creation - by Darren "Daz" Pattenden

Modeling shoe laces, boot laces... etc. from the Polycount Boards

Digital Sculpture Techniques by Bay Raitt and Greg Minter

The Pole from the Subdivisionmodeling.com forum. Saved here: Media:SubdivisionModelingDotCom_The-Pole.pdf (10MB PDF)

The Pole - Revised from the Subdivisionmodeling.com forum

Media:SubdivisionModelingDotCom_Topology-Body.pdf (1MB PDF) from the Subdivisionmodeling.com forum.

Media:SubdivisionModelingDotCom_Topology-Head.pdf (8MB PDF) from the Subdivisionmodeling.com forum.

Tips & Tricks