What is non-sub modeling? For what purpose and where is it used?I have some knowledge on the subject, but I'm asking because I don't fully understand and I'm not sure. Thank you in advance for your answers.
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2$\begingroup$ I don't know if that's a standardized term, but I assume it means modelling without the use of a subdivision surface modifier. Subdivision surface naturally curves and smooths edges, but at the cost of extra geometry. I assume "non-sub" would be trying to achieve the same curved, smooth effect, but without the modifier or the extra geometry that comes with it (low poly modelling, essentially). $\endgroup$– Christopher BennettCommented Nov 20, 2021 at 17:45
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1$\begingroup$ What's the context in which you heard it used? $\endgroup$– NathanCommented Nov 20, 2021 at 18:05
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$\begingroup$ @ChristopherBennett I answered before I saw your comment. If you'd like to turn your comment into an answer, I'll remove mine. $\endgroup$– Marty FoutsCommented Nov 20, 2021 at 18:32
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2$\begingroup$ @Marty Fouts - Its all good - all I planned to do was leave the comment anyways. Go for it. $\endgroup$– Christopher BennettCommented Nov 20, 2021 at 19:00
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1$\begingroup$ blender.stackexchange.com/questions/112221/… blender.stackexchange.com/questions/99412/… $\endgroup$– Duarte Farrajota Ramos ♦Commented Nov 21, 2021 at 0:04
1 Answer
non-sub, usually non-sub D, is a term used to describe a range of Blender modeling techniques that do not use the subdivision surface modifier.
Modeling techniques based entirely on sculpting fall into this category, as do techniques that use non-destructive boolean workflow for creating Hard Surface models.
A common difference between hard surface techniques that use subd and those that don't: subd techniques use loop cut and similar tools to control the sharpness of corners, where non-subd techniques tend to use bevels for the same purpose.
There are several arguments for avoiding subd, the most common being that subd creates a great deal of unnecessary geometry. That makes non-sub popular with low poly count modelers, especially those creating assets that are meant for export to game engines.