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Showing content with the highest reputation on 09/21/2019 in all areas

  1. 2 points
    Yes and no. The following tips below will all help, but at the end of the day there are not many serious modelling projects where you don't spend the majority of your time vertex tweaking ! So the ultimate solution is to grow to love doing that But that is not to say it can't be minimized... 1. Always use Isoline editing, so you are looking at the useful base mesh rather than all the thousands of polys generated by SDS. Same applies when uploading images, so we too have an easier time seeing the edge flow. 2. Create each new part you can by splitting away sections of the existing mesh, which will of course already match its curvature. Split and occasionally Disconnect are the tools you need for that. 3. HB Modelling bundle (which you should have if you are serious about modelling) contains an awesome retopo setup that can be pressed into a secondary service and used to build new part topology directly on the surface of existing objects where you have the massive advantage of being able to re-project / align it to the surface of the source mesh at any time with a single click. 4. Simple snapping modes like Poly snap can help polys stick to the surface of others as you model. 5. Avoid Soft Selection, on the whole, which is very difficult to precisely setup so that it affects the areas you need without also breaking areas you don't want to alter. 6. Instead of Magnet Tool use the Sculpt Grab brush, but with 25-50% smoothing added in via the FX modifier button in the tool. That way your polys will 'auto-regularise' as you tweak them, which tends to lead to clean, even, non intersecting geo more than when not doing so... 7. If there are hundreds of base mesh vertices to move / align, consider doing it with an FFD instead, so you have to wrangle many less points. 8. If using poly pen for vertex tweaking, turn off auto-weld, which will stop it doing that annoying thing where it welds points unintentionally. Additionally, always work with a new mesh object, so the new part you are adding cannot be accidentally welded to the underlying mesh. 9. If you have the base mesh for an existing new part, you can project it to the surface of the underlying model using the oft-overlooked Project mesh Command. This ONLY works if the object you have doesn't have vertical depth, so is best used when you have the 'flat version' before any thickness is added. 10. The Surface Deformer has UV modes which can be useful in repositioning elements while they continue to match underlying curvature. Think that's the main ones, but doubtless there are many more that will come back to me over time Hope that's enough to be getting on with... CBR
  2. 1 point
    Cerbera, Thank you for the advice. and oh I love HB Modelling bundle, It helps in so many ways. I want to start playing with Project mesh command, and see if I can apply it to selected points Also, I think I need to practice point no. 2 , I usually start a new polygon from scratch for each element. I edited the post. uploaded the same model without SDS. Thanks again, have a nice weekend.
  3. 1 point
    The first part goes well beyond expressions, but is certainly interesting. The second part is an own topic but something i personally would like to see, just like an at least basic compositing node system. Both not really Xpresso features though.
  4. 1 point
    Cinema 4D could have a lot more procedural modelling type stuff if there were modelling nodes e.g. extrude. Even some limited stuff like a "Merge meshes" node where you hook up multiple objects to the Merge Mesh node either by wires or the node has a list function where you drag and drop objects. The Merge Mesh node then behaves like a procedural Combine function combing all of the source meshes / objects into one object. You can then apply booleans etc to the merged mesh object. And then a Boolean node where one object can be subtracted from a lot of other objects. Hooked up by XPresso rather than in the Object Manager. Maybe things have changed since I was using CInema 4D but having nodes for render settings could be useful. Maybe the new nodal shading does this?
  5. 1 point
  6. 1 point
    I was doing some paperwork, paying some bills, made a couple of invoices and thought: 'my god, my invoice looks superboring and plain!'. So I thought to make some characters and models related to money, invoices, etc. First idea was a 'moneywolf', here in Belgium / The Netherlands this term is used for someone who is always out for money, a greedy person. And what better job for a moneywolf then being an armored-cash-transport driver / guard! Made some progress screenshot along the way too, shows a bit how I started modeling this thing.
  7. 1 point
    If you want to avoid almost all plugins and had an industry standard DCC, consider Houdini. The real cost of that is time and effort learning it. I have Blender and am fair at it, but Houdini is actually easier once you get its mindset. That being said, Modo still is the best modeling software I've used, if procedural features are not important.
  8. 1 point
    I'm happy with Modo development. Remember that Modo puts out 3 updates per year so rather than one big one once a year you get smaller incremental upgrades 3 times a year. The procedural modelling system keeps getting better and better. Stability isn't that much of an issue now. On the horizon is a new render engine that can use GPU, CPU or both. Simplified settings as well. 13.1 includes performance improvements with more to come as Modo is getting parts of its Core rewritten similar to C4D except we won't have to wait 10 years and The Foundry isn't as secretive about development as MAXON is. Plus Modo is still available with a perpetual licence. I pay $399 per year for a yearly maintenance contract. Similar to C4D's MSA. Modo users are a much happier bunch of people at the moment compared to Cinema 4D users. I haven't regretted jumping ship when I did after the rather mediocre R17 came out. But of course like all 3D software there's stuff that users want fixed or updated yesterday in Modo. UV mapping tools is not one of them. Modo has excellent UV mapping tools plus supports udims. Yup Blender 2.8 is great but it's modelling tools I still find a bit clunky to use and well behind Modo. That said it does superb procedural / live booleans and there are some outstanding modelling plugins / addons available. Nigel / 3DKiwi



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