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I am having a problem with modeling objects that have curves like ps4 controller, cars, etc. is there an easy way to do that.

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  • $\begingroup$ This is usually done with subdivision surface modeling or with NURBS (though Blender's NURBS capabilities are fairly limited). $\endgroup$ – PGmath Nov 18 '15 at 2:58
  • $\begingroup$ Do you have any examples of that ? And thank you $\endgroup$ – A7med Nov 18 '15 at 7:06
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The main way of modeling curved things is to use Subdivision Surface modeling. The idea of subsurf modeling is to model the basic blocky shape, then apply a Subdivision Surface modifier to the mesh. Subsurf works by recursively subdividing and smoothing the mesh. To make sharper corners you can add proximity cuts. Proximity cuts are loop cuts (Ctrl+R) which are made close to corners in the mesh to tighten up the smoothing at that corner.

enter image description here

Here is a very simple example of a game controller like object which I have modeled. You can see the base mesh is the black wireframe cage and the grey solid mesh is after subsurf. Proximity cuts are highlighted in orange.

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It is usualy done with subdivision modeling as @PGMath has suggested. You would start with the rough shape, and boundaries, and then connect all the vertices and apply the subdivision modifier.

Here is a youtube screen capture of someone modelling a ps4 controller with Blender. And here are some reference clay models for final topology on turbosquid.

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  • $\begingroup$ The YouTube link you sent dose not work unfortunately can you send another one for anything that has many curves $\endgroup$ – A7med Nov 18 '15 at 9:36

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