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Modeling modes (hard-surface, basic organic)

Block out hard-surface and basic organic forms in 3D for lighting, rendering, and paint-over reference.

What it is

Model hard-surface forms from planes and edges, using crisp corners and bevels where light should catch. Examples include machines, props, architecture, crates, weapons, and vehicle shells.

Build basic organic forms from smooth volumes, such as a torso from a ribcage and pelvis, a rock from broad wedges, or a cape from a flowing sheet. Subdivision or smoothing can keep these forms continuous, with supporting edge loops where needed.

Combine both approaches in a scene, such as a soft body inside a paneled cockpit or organic rocks beside architectural blocks. The result is a 3D sketch that you can light, screenshot, and paint into.

Why it matters

Choosing suitable modeling modes helps hard objects retain their planes and edges while organic forms retain smooth volumes. Weak control can make hard surfaces sag or dent and make organic forms faceted or overly sharp, leaving the paint-over to correct the base form.

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