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

  • $\begingroup$ 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

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.


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.

  • $\begingroup$ 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

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.