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Showing content with the highest reputation on 01/22/2020 in all areas

  1. 2 points
    I had a little time to go back and look at your specific shape. In the attached I have fixed all the errors in it, and added some loops to show you how we might make that shape with more even polys. So, in the examples below, the back row shows the render result, and the middle shows the equivalent wireframes. So, left to right, we start with... 1. The Base Mesh. The errors I fixed in your original included: - 2 x Polys along the symmetry centreline - Normals wrong direction - Non-planar polys everywhere - Untidy / inconsistent edge layout Then I added some loops to give us much more evenly sized polygons everywhere. This model could go either way into hard surface or organic subdivision modelling, so we will look at both... 2. Hard surface. With the application of a Bevel deformer (Chamfer Mode) we can add edge rounding to our base mesh, and now we are in a hard surface modelling workflow. SDS is not needed for this - as you can hopefully see, clay render looks very neat. 3. Subdivision Surface Workflow. Here we have simply put the base mesh under an SDS object. It doesn't collapse completely because of our even poly distribution and the density of those polys, but it does go much more organic in form. 4. Supported SDS. If we now add what are called support edges (or control loops) using (in this example) a bevel deformer (but this time in Solid Mode) and put that under SDS then we get to keep all our hard edges and curves, and the form is now considered to be 'supported', so holds its shape under SDS in a way that 3 didn't. Hopefully that serves to illustrate the difference between the various approaches, and offers some insight into what was wrong with your first attempt... And here's the scene file so you can have a proper look round all that... Types of Model - SDS-HardSurface.c4d Hope that helps CBR
  2. 2 points
    Here is fast example. Random effector is just for different colors of clones. Profiles are just few splines with boole options... This way you could use any spline you want (sketch own or import)... scene file R21 Dodeca_03.zip
  3. 2 points
    Don't be too disappointed in yourself - modelling is easy to start, but hard to perfect and it takes about 5 years to become properly competent at it ! But equally, there is no way I can condense 20 years of modelling experience into a single forum post. And there is no 'one answer' that will work for every model - the kind of form you are intending to make and its final use / function entirely dictate the approach(es) required to model it. In general though, your models will either be organic or hard-surface. Organic shapes usually benefit from a staged subdivision approach to modelling, whereas hard surfaces don't require SDS and usually rely on bevels and phong shading to achieve their surface qualities. Difficult to analyse your model without knowing what it is meant to be, or what the final should look like, or where it will be used. But the bare essentials are: 1. Learn the rules of general polygon modelling. 2. Learn the extra rules of Subdivision surface modelling 3. Model something simple every day 4. Watch 1000s of tutorials of other competent modellers at work. 5. Don't do anything too complex too soon. If it helps I do modelling 101 skype sessions for those looking for a head start in this department (please PM me if interested). No. 4 is very easy to help with - start watching the tutorials by Contrafibbularities over on Youtube ! Wolfgang is an excellent modeller. https://www.youtube.com/user/WolfgangRode/videos Likewise Arrimus 3D, working in 3DS Max (but recently defected to Blender). Don't dismiss tutorials just because they are using different software. The skills and topology solving skills are universal, so there is a lot to be learned from them too. CBR
  4. 2 points
    Do you by any chance use After Effects? Since it comes with C4D Lite if you have Adobe CC I believe.
  5. 1 point
    I have decided to continue this discount offering and will leave it active for everyone here, at least until I consider it to be a final release (or getting close to it). https://gumroad.com/l/jetfluids/c4dcafe Cheers, Kent
  6. 1 point
    No don't worry - I just checked and your original was OK in this regard. I think the Normals probably got switched at some point as I was removing polys and adding loops etc, and I initially assumed that was the case since file open. So my bad there CBR
  7. 1 point
    A big thank you for taking your time and doing this detailed help! I'm going to download the project file and look around a bit more :). Again, thank you very much!
  8. 1 point
    Bezo, thanks for the explanation and the project! I followed your expectation (before I saw the project) and learned new things )) The only difference I have is that when I create that n-Side and reduce it to 5 sides - it is being created sightly off from your n-Side. Would you know why, please? Awesome help there!
  9. 1 point
    A much more elegant solution Bezo, opens fine in my R18 too. Very nice, and Im just understanding the collapsing for centers now too. Deck
  10. 1 point
    I can only see that image as a reply tiny thing, probably best to put it in your post here. Not sure about all those tiny pentagons but just a little bit of modelling will produce the bigger framework for you and it shouldn't take too long to model one side and place it manually on all the faces. If you don't need mograph for effects its more of a modelling job really I guess you would draw the intricate pattern in AI or something and then just extrude it and line each one up with the hole you've created. cage below is made from selecting all pollys and inner extruding, delete the resulting pollys leaving a frame with no thickness, then extrude all of that with caps to add the thickness. Sorry if you already know all this modelling stuff. Deck dodeca cage.c4d
  11. 1 point
    Sure, this work in case surface is created from standard polygons (quads or tris). In your case those are N-gons which deform center of n-gon base on n-gon line placing. So, this way is not for you... You need to try different approach. Let´s assume points could be solution (because point normals may be correct). So we need to create points exactly on center of n-gons. Nothing complex... Select all polygons of platonic and choose command Extrude Inner. Uncheck "Preserve option" and drag. Let´s say create inner extrusion into half of n-gon. (n-gons of whole platonic will be extruded inner exactly). Then you need select just one inner extruded n-gon, press Ctrl and click on point mode icon. (this way you convert polygon into points of selected n-gon) Now you can see 5 selected points. Press U~C which collapse all 5 points into single one point. The same workflow apply on all others n-gons.... When you later select all those newly created points and create point selection set, which will be source for clone placement...
  12. 1 point
    not sure what your after but you could use the dodeca and split off each pentagon and extrude those, at which point you could put them in a fracture if you need mograph functionality otherwise you may have to use an effector with a limited falloff on each face to rotate them. Deck
  13. 1 point
    Thank you very much! The idea was to make some small animations for the drone and make it come to Life. Will check out the tutorials as a start :).
  14. 1 point
    Here is your file ( i had to delete all other parts to be able to post here) with the last key frames selected and changed to liner, it works: examplefaceid_cafe.c4d
  15. 1 point
    I bought a Freddie Mercury 3d model and need to have someone rig it for animation, plus rig the face for expressions. This is for an amateur project [I'm retired], but I am willing to pay an excessively-reasonable price to have it done WELL in C4D. The model is at : https://www.turbosquid.com/3d-models/freddie-mercury-singer-rigged-character-3d-model-1150208 The original was done in Max, but I've processed the attendant obj file and feel it's ready to rig in C4D. Too bad MAX ain't on Mac. Send quotes and sample work to djfilms ATT djfilms DOTT ca. [trying to fool bots....]
  16. 1 point
    Ah ha, thnxs CBR. That did the trick
  17. 1 point
    If you use Animation layers, not to be confused with Motion layers you got even more control as you can make multiple animations all from frame zero as each layer has its own timeline free of other keys. I like to break them down this way, and solo each layer as I go. You can then convert them layers to motion clips when your ready. Dan

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