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Foroloca

Create a folded circle business card

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Foroloca    1

Hello,

I trying to create a realistic folded circle business card with 60 mm diameter and folded somewhat like 45 degrees.

This is what i want to achieve in c4d:

  1. Folded circle 60mm diameter paper card or bigger if it doesn't have to meet the same metrics
  2. Paper thickness 400grams for example (1,2mm) not have to be exactly that
  3. There is a front design and back design.
  4. Front design is mirrored and on each half
  5. Back design is (not visible until opening) black with mirrored information text
  6. Nice realistic beveled fold!
  7. Realistic lighting and shadow

I did some tests and used a 'disc' in C4d spit and rotate, but not sure if that is the way to go. Also the material flips the logo on the other side (not showed). 

Must be super easy for a C4d specialist. Would really appreciate  the help or a quick made example to work on?!

Thank you!

Test_c4d.jpg

Front.jpg

Back.jpg

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MJohnny    28

You are on the good track.

As for the back side, drag and drop the black texture material on the disc and under "Side" choose Back (by default it's Both).

With green material, choose Front side. That way, you can have 2 different materials on each side.

Mapping should be set to uvw, so the texture sticks once you apply bend deformer or whatever method you wanna fold it with.

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Vizn    35

Here is a model to play with. I left the steps I did so you can go back and apply the texture while it's flat. 

With thickness, 'front' or 'back' side setting is not necessary. Start with 'flat' projection. Important: after materials are applied to the sides you want and positioned/scaled how you like, right-click the tag and 'Generate UVW', which will bake the mapping (projection will switch to UVW). Now the textures will bend with the object.

Edit: For more realism, maybe add a white material to the edges, as well.

Make a copy. Turn on the bend. Make another copy and collapse it. Edit the points at the crease using my model as a guide. Add to a SDS if desired. To retain sharp edges of the card under SDS, select the loops around the top and bottom borders, hold the period key and left-click-drag to weight them.

Have fun!

 

round card bend.c4d

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Foroloca    1
2 hours ago, MJohnny said:

You are on the good track.

As for the back side, drag and drop the black texture material on the disc and under "Side" choose Back (by default it's Both).

With green material, choose Front side. That way, you can have 2 different materials on each side.

Mapping should be set to uvw, so the texture sticks once you apply bend deformer or whatever method you wanna fold it with.

Thank you that are really helpful tips!

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Foroloca    1
1 hour ago, Vizn said:

Here is a model to play with. I left the steps I did so you can go back and apply the texture while it's flat. 

With thickness, 'front' or 'back' side setting is not necessary. Start with 'flat' projection. Important: after materials are applied to the sides you want and positioned/scaled how you like, right-click the tag and 'Generate UVW', which will bake the mapping (projection will switch to UVW). Now the textures will bend with the object.

Edit: For more realism, maybe add a white material to the edges, as well.

Make a copy. Turn on the bend. Make another copy and collapse it. Edit the points at the crease using my model as a guide. Add to a SDS if desired. To retain sharp edges of the card under SDS, select the loops around the top and bottom borders, hold the period key and left-click-drag to weight them.

Have fun!

 

round card bend.c4d

Incredible thank you! Now i have to find out how you did this. Last model is perfect!

Bombardment of questions:

Adding the Subdivision Surface Weight Tag does the trick from keeping the shape normal when putting the plane in a subdivision surface, why is that necessary and doesn't the S.Surface handle that correctly?

Do you start with a parametric 'disc' and build it from there? I was fiddling with the bend object before, but i'm quite new to C4D couldn't get the bend i needed.

After adding the bend object how do you get it like second one smooth fold, is there a merge of does two objects (removing the bend object)?

How do you create the thickness and is it in this state still adjustable?

I had some missing plugins when opening the file see screenshot, does that matter?

I going to dive right in, again thank you!

screenshot.png

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Vizn    35

 

On 5/12/2017 at 0:49 PM, Foroloca said:

Adding the Subdivision Surface Weight Tag does the trick from keeping the shape normal when putting the plane in a subdivision surface, why is that necessary and doesn't the S.Surface handle that correctly?

That's exactly what it's there for: to control the strength of the rounding, without having to add lots of extra loop cuts or raise the subdivision setting to ridiculous levels, especially for very small details. 

 

On 5/12/2017 at 0:49 PM, Foroloca said:

Do you start with a parametric 'disc' and build it from there? I was fiddling with the bend object before, but i'm quite new to C4D couldn't get the bend i needed.

I used the disc as a guide. As you can see the card object was made from a subdivided plane. The purpose is to keep the object polygons as all quads, which is the proper way of modeling. Why is it proper? When it comes to deforming and nice SDS smoothing, quads work the best, because they retain perfect edge loops and rings.

 

On 5/12/2017 at 0:49 PM, Foroloca said:

How do you create the thickness and is it in this state still adjustable?

After moving the edge points of the plane out to rough fit the disc, select all of the polygons and extrude (D key).  Make sure 'caps' is turned on. The plane was collapsed (made editable) in order to make it fit the disc in the previous steps. 

The next step is applying your textures.

Select the polygons on one side only, then from the Select menu choose 'Set selection'. It makes a tag on the object. Name it something logical. Do this for the other side too, and for the edge polygons if you want to add a texture or color there. 

Apply your material to the object. Select the material tag, set to 'Flat' projection, and drag the selection tag to the 'Selection' box. Turn on Texture mode (see image). The flat projection guide appears. Rotate it to the correct orientation (parallel to the polys). Now, right-click the material tag and choose 'Fit to object'. If still not scaled correct at this point, just activate Scale tool and adjust until it fits how you like.

5919e0f8b0d7d_ScreenShot2017-05-15at9_16_57AM.thumb.png.551c3a9edc0793236cdd407c19d38ed7.png

 

On 5/12/2017 at 0:49 PM, Foroloca said:

After adding the bend object how do you get it like second one smooth fold, is there a merge of does two objects (removing the bend object)?

With bend turned off, the highlighted points correspond to the same points of the bend on the second, collapsed, object (in green below).

5919dac84af1d_ScreenShot2017-05-15at9_43_28AM.thumb.png.7e1e178faaae004356b8e0e5f58d5525.png

 

Look carefully at this image to see what I mean. Because of the bend, the inner points get crossed, which is fine because we take of that in the next step.

5919dac9deafa_ScreenShot2017-05-15at9_42_54AM.thumb.png.61841e43ec9916030f709fa2a7a505cf.png

In order to edit the points to get them where you want, turn on the bend, then right-click the object and select 'Current state to object'. It will make a collapsed copy. Move it to the side. Press F3 to set viewport to side view and activate point mode, then select each set of points and move them. You can use mine as a guide.

Final step I did was add another loop in the middle and pulled the inner edge in and the outer edge out. See if you can figure out how to select an edge ring and subdivide them to get the new loop.

5919e19472dbe_ScreenShot2017-05-15at8_59_02AM.thumb.png.ac75ce6fe5fb514fa08eae607f9c4c9a.png

 

Hope this helps and gets you excited about increasing your 3D modeling knowledge!

Have fun!

Oh, and you can ignore the plugin error. I use VRay, but it's not necessary for you in this case. :)

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Foroloca    1
15 hours ago, Vizn said:

 

That's exactly what it's there for: to control the strength of the rounding, without having to add lots of extra loop cuts or raise the subdivision setting to ridiculous levels, especially for very small details. 

 

I used the disc as a guide. As you can see the card object was made from a subdivided plane. The purpose is to keep the object polygons as all quads, which is the proper way of modeling. Why is it proper? When it comes to deforming and nice SDS smoothing, quads work the best, because they retain perfect edge loops and rings.

 

After moving the edge points of the plane out to rough fit the disc, select all of the polygons and extrude (D key).  Make sure 'caps' is turned on. The plane was collapsed (made editable) in order to make it fit the disc in the previous steps. 

The next step is applying your textures.

Select the polygons on one side only, then from the Select menu choose 'Set selection'. It makes a tag on the object. Name it something logical. Do this for the other side too, and for the edge polygons if you want to add a texture or color there. 

Apply your material to the object. Select the material tag, set to 'Flat' projection, and drag the selection tag to the 'Selection' box. Turn on Texture mode (see image). The flat projection guide appears. Rotate it to the correct orientation (parallel to the polys). Now, right-click the material tag and choose 'Fit to object'. If still not scaled correct at this point, just activate Scale tool and adjust until it fits how you like.

5919e0f8b0d7d_ScreenShot2017-05-15at9_16_57AM.thumb.png.551c3a9edc0793236cdd407c19d38ed7.png

 

With bend turned off, the highlighted points correspond to the same points of the bend on the second, collapsed, object (in green below).

5919dac84af1d_ScreenShot2017-05-15at9_43_28AM.thumb.png.7e1e178faaae004356b8e0e5f58d5525.png

 

Look carefully at this image to see what I mean. Because of the bend, the inner points get crossed, which is fine because we take of that in the next step.

5919dac9deafa_ScreenShot2017-05-15at9_42_54AM.thumb.png.61841e43ec9916030f709fa2a7a505cf.png

In order to edit the points to get them where you want, turn on the bend, then right-click the object and select 'Current state to object'. It will make a collapsed copy. Move it to the side. Press F3 to set viewport to side view and activate point mode, then select each set of points and move them. You can use mine as a guide.

Final step I did was add another loop in the middle and pulled the inner edge in and the outer edge out. See if you can figure out how to select an edge ring and subdivide them to get the new loop.

5919e19472dbe_ScreenShot2017-05-15at8_59_02AM.thumb.png.ac75ce6fe5fb514fa08eae607f9c4c9a.png

 

Hope this helps and gets you excited about increasing your 3D modeling knowledge!

Have fun!

Oh, and you can ignore the plugin error. I use VRay, but it's not necessary for you in this case. :)

Thank you don't even know how i appreciate your detailed help! You have incredible c4d skills ;-)

I followed your instructions and everything went the way you explained. Although when applying the textures they were totally green and blacked out with no test logo and text. I knew immediately that must be because of the texture size or position that doesn't fit the object and in 'texture mode' i saw it was flipt vertical and way to big. 

Looking for a solution i found the 'fit to object' tag and that did the trick only to be presented with another problem of distortion with texture on one side when bended and the 'LOGO' is in a mirrored. If you rotate the texture in the angle of the bend on that side it starts to look good again (LOGO still mirrored) only the distortion is on the other side. Don't know the solution for this. See screenshots -->

I'm not yet at your folded edge instructions part. I was fiddling with the points before, but i probably did it in a wrong view mode and didn't used the right tool to connect the points to a single point when cleaning up those corners.

It isn't even possible to apply the texture at the end, with the finished fold version (sds) or does it have to be done in the beginning?

AGAIN thank you  ;-)

 

 

 

 

Screenshot_03.jpg

Screenshot_02.jpg

Screenshot_01.jpg

Screenshot_04.jpg

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Vizn    35

I forgot to include a step!

Yes, the textures need to be applied before bending. To fix the mirroring issue, in Texture mode, simply rotate the projection gizmo 180 degrees. :) (Edit: sorry, it looks like you solved this already. Baking the projection will be the only fix needed.)

The missing step:
After textures are applied and scaled to fit as you like, but before you 'Make editable', right-click the material tag and choose 'Generate UVW Coordinates'. The material projection will switch to UVW Mapping, and a checkerboard UVW Tag will be added to the object, which means the previous 'Flat' projection has been baked into the model. This is necessary to avoid the texture stretching when the model is bent. Turn on the Bend to see this in action!

 

When editing/moving the points in side view (F3), use the Rectangle Select tool to make sure you're selecting all of the points across the model. Once you have a line of points selected, you can zero them out in the Y and Z from the Size column of the coordinate manager.

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Vizn    35

May need to add that extra loop before texturing, as adding loops after baking can break the UVW mapping. Sorry for the confusion. I'm not entirely used to explaining things in every little detail! ;)

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Foroloca    1
16 hours ago, Vizn said:

May need to add that extra loop before texturing, as adding loops after baking can break the UVW mapping. Sorry for the confusion. I'm not entirely used to explaining things in every little detail! ;)

Sorry i'm just getting started in C4D ;-)

That did the trick on the first version! Only i'm still fighting what happens after baking it and using SDS to create the smoothness even after adding extra loop cuts, the texture shows a distortion in SDS. See screenshots.

_02.jpg

_01.jpg

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Vizn    35

Oh yeah.. On the SDS, change the Subdivide UVs setting to 'Boundary'. 

Come to think of it, if you simply put the original, textured object with the Bend deformer into an SDS, you might like the fold rounding without having to move any of those points. Would simplify things quite a bit.

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Foroloca    1
On 17-5-2017 at 9:56 PM, Vizn said:

Oh yeah.. On the SDS, change the Subdivide UVs setting to 'Boundary'. 

Come to think of it, if you simply put the original, textured object with the Bend deformer into an SDS, you might like the fold rounding without having to move any of those points. Would simplify things quite a bit.

Sorry for bugging you so much and excuse my English i'm Dutch so bare with me. Boundary was indeed it! Bend deformer into an SDS won't really work for me, because would love to have that nice realistic fold that you made in de last version. Also i'm keep having edgy roundness after rendering even the final version shows some. I'm very picky... ;-P and i can see you are precise too.

screenhot.thumb.jpg.308cd1e12cdc75f161f01bae093a9694.jpg

I thought this would be super easy to do in C4D and off course it would be for you and your skills, but i bit off more than i could chew for now i need to watch more tutorials and learn the basics. Is it possible you could help me some more to build these elements: Circle card with graphic and a transparent filled shot glass? I would want pay for it or maybe return the favor with help to do with graphic design.

I just roughly photoshoped the scene i want to create with my design implemented. Again roughly so you have the idea, glass doesn't have the right transparency and isn't filled etc...

 

Positioning of the scene i can do myself and probably lighting too, also want to have one card flipped showing the inner side what i can do myself. I only need those two elements in the right proportions so i can setup the scene (proportions multiply 10? so size isn't that tiny to work with). Maybe you already have this kind of shot glass in your library archive? The reason for using C4D is because i want to create a camera loop and end with a animated gif/mov.

 

Let me know ;-)

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