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Didar

New Member
  • Content Count

    45
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Profile Information

  • First Name
    Mohsen
  • Last Name
    Amini
  • C4D Ver
    19.053 Studio
  1. Didar

    modelling problem

    oh ok let me try that. sorry for lots of questions. thanks m8 ^^
  2. Didar

    modelling problem

    i did the mesh deformer approach if you mean that... and still it goes slow if i subdevide whole shape :/ anyway i have old pc it will be slow all the time for me :D
  3. Didar

    modelling problem

    hmm thanks. so my previous polys were fine with physics and were doing my purpose. so now can use only those 16 edge poly and others remain just like before? only make sure there are quads everywhere?
  4. Didar

    modelling problem

    but i wanted to avoid high poly model. as i mentioned i dont wanna use subdivision surface. if subdevide whole mesh cause for example 16 edges cylinder... that cant be same as subdivision surface? it makes physic a lot heavier right?
  5. Didar

    modelling problem

    so I dissolved some lines and slide two points. hope this is fine now? or should even continue make quads in near polys?
  6. Didar

    modelling problem

    hmm great tutorial. so first i selected this side and used commanad> subdevide. as you see the polygons around the selected area changed a little. That is fine in modelling? can't cause issues later like uneven surface or physic problems? Thanks a lot Mikeh ^_^
  7. Didar

    modelling problem

    Hello guys. these 2 polygons belongs to same mesh. i need to connect them with a cylinder shape and highpoly. so when i use polygon pen between them it will be a rectangular shape obviously. can we put a cylinder as child and connect objects and delete? is it a proper way? cause need to run physics also afterward. i think can encounter issues... also i dont want to put subdivision surface on whole mesh. can u guys please help me here? also attached the file . Thanks
  8. oh actually i kinda solved the problem by adding mesh deformer and change the cage shape like my mesh.... it speed up softbody and also solves this problem. but its nice if u guys also have a solution with the mesh itself
  9. hello everyone. i have this extruded spline and trying to make it soft body. so when hit play it collapses as u see in image. i tries to make polygons for caps and everywhere to my knowledge but still it loses... tried optimizing points and connect also. can u guys tell me what can I do? c4d file also attached. thanks ^^ test.rar
  10. Didar

    fracture prolem

    hmmm yea maybe. im not expert , i thought there is a good way to make object as we like despite of all the things happened to it. any software or solution to standardize objects? :/
  11. Didar

    fracture prolem

    well i had to use polygon reduction to make it smaller and can send for u. and now i can make part it with veronoi fracture after doing polygon group to objects. but here is another problem. its hollow. how we solve that? Thanks TEST.c4d
  12. Didar

    fracture prolem

    An issue I was dealing with, i cant fracture some objects into parts... even after doing disconnect and polygon group to objects. some objects will fracture easily but some cant do any thing. only part of them disconnects. for example there was a sculpture model and very high poly as i remember. I could not fracture it anyway with mesh commands or fracture object. what is the general approach here? Thanks ^_^
  13. hmmmm Thats weird. i did exactly same but objects gone crazy. now in ur file i replaced things and everything is fine... cant understand what i did wrong. Thanks a lot m8. you know about part2 of my question?
  14. Hello every one. I need to import my logo vector and make it kinda hollow so can put dynamic things inside and have fun :D when i extrude and make object of that vector and give it collide tag, the rigid bodies inside not working and go crazy. even making them static mesh still no result. i assume the polygons problem? i dont know how to deal with it. should model my logo like sds modelling? what to do? btw i used to work with UDK long time ago and we could turn on and see collision surface. we dont have such thing in C4D?

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