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kanec

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4 Noble Beginner

About kanec

  • Rank
    Cafe Ronin

Profile Information

  • First Name
    Kane
  • Last Name
    Cochran
  • Location
    Florida

Cinema 4D Information

  • C4D Version
    R21
  1. I'm gonna make the volume builder my friend one of these days! But not today apparently. I did manage to make the boole kind of work but adjusting the extrude and position of the label background that I'm using to cut into the sleeve. Not sure there was any reasoning to why it worked though. There were still a few areas that didn't work. If I look through the "window" in the sleeve created by the label background, the two edges are definitely still visible with a void between. But I was able to use the poly pen and close the areas up. Took way longer than it should've or that I had time for, but it worked. Moral to this post is ... bad Geo plus tools that are generally not great = a big mess. Thanks as always for helping us in the community @Cerbera KC
  2. @Cerbera I only post questions about models with craptastic meshes, trying to keep you on your toes Shockingly, this mesh actually looks good textured up. This is a model from a STEP. No time to remesh it. I tried QuadRemesher, but no dice. The logo actually has decent geo. I re-uploaded a version of the sleeve with the logo back plate. The back plate is what I need to emboss a bit into the sleeve. Basically at the depth of the of the existing indentations, but maybe slightly deeper. Then I have a logo I'll drop on the back plate slightly raised (that is no issue). https://www.dropbox.com/s/d3ofcpburft7ur2/Sleeve_Outer.c4d?dl=0 The answer very might well be that there is no easy way and that is OK. I can always deal with the holes and clean them up in post given the tight time constraints. Thanks as always! Kane
  3. I've got an object that at first glance looks like its probably solid all the way through. But if you go in close, its actually hollow. I need to do some booles to emboss some logos, which is working just fine. The issue is that I need to have the embossed/inset areas be slightly inset into the main object. And when I do, the gap between the outer and inner part of the sleeve shows up as holes and screws up my texturing. Going point by point with the pen tool is a nightmare given how I need to get in close (although I could also be missing an easy answer there too. I have HBModelingBundle so if there are tools in there to effectively fill the gap up, great! Or just standard C4D moves, too. I've tried closing holes but that doesn't seem to work. Link to C4D file: https://www.dropbox.com/s/d3ofcpburft7ur2/Sleeve_Outer.c4d?dl=0 Any thoughts? Thanks so much. Kane
  4. Thanks for the all the advice, guys. Makes sense then why I didn't see anything out there on partial retopos! I would've included a scene file or some pics, but honestly its a question I've had for a number of models so the responses to my generic question are actually perfect. As always, I appreciate the speedy responses. The C4DCafe is my goto source to search for answers. The forums are a wealth of knowledge so thank you guys for contributing so much. Kane
  5. Coming to the experts because I can’t seem to find a video or tutorial that connects the dots (or I’m just super dense) on this point. And I’ve looked at a ton. I’ve got a model that had a super dodgy extruded logo creating some nasty mesh in one tiny section. The rest of it I was able to retopo with Quad Remesher and it’s nice. I have HB modeling bundle and went in and did a retopo of the dodgy area, used the script to project it and it looks nice. But ... How in the world do I remove the messed up mesh / polygons and bring in the new clean polys? There has to be a way to do a partial retopo and I’m just missing it. Even the HB video doesn’t show the final piece of this puzzle haha. Thanks!
  6. Well... I wish you had. Different response but honesty, I kinda expected it wouldn’t be something with a straightforward answer. My approach right now is essentially 3 objects, the main face, the middle part that gets blasted, and these diamond areas. I can fudge the look in the diamonds. And I guess for the face and body I could try to line up a circular brush/mill pattern on that main edge .... sounds like that is similar to the per object suggestion you had. I really appreciated the support! Have a great night. kane
  7. Hey @Cerbera and @DasFrodo if you don’t mind, I have more more question I could use advice on. is there a way to layer materials, for lack of a better term, across multiple objects? In the reference image there is a circular milling that is applied to the entire face, then a blast treatment in the middle, then the diamonds and then some grooves mulled out. I could do a mix material and create this look for everything but I have numerous selections for the diamonds, a different face material, and a body material, so matching up the curves would be a challenge. is there a way to basically layer these up starting with the circular pattern, then all the rest? Or do it in reverse and add these circular marks at the end? I can’t find anything in my googling so far. thanks!
  8. Hey guys ... this is great! Thank you both for taking a look and providing your advice. My gut reaction was to texture this but then I started thinking maybe I was copping out and just defaulting to what I know better. It looks like with a better normal map I’ll be able to create the look I want... so thank you both!
  9. @Cerbera I would love to see what a pro would do to solve this! Thanks for being willing to take a look. Attached is the file and a reference photo (upsidedown just so you know). The model is basically as-is from the OBJ import. I haven't done any smoothing of the edges or subdividing. I'm guessing this topology will not make you happy... Basically the diamond pattern is in groups all the way up. I left one extrude in there so you could see the thickness, but didn't do the others just to keep the processing down - lots of diamonds, not sure if that will matter or not. Basically, I just want to "stamp" these diamonds into the face maybe .1 or .2cm deep. I think it will look more real than a texture and give me more flexibility. As you can see in the reference photo, I need to apply another grooving texture on top (which I'll figure out how to do next since I need to basically apply it over multiple groups and selections). Thanks again for your help, this will be a critical learning opportunity if you're able to make your suggestion work. Kane 49_Model_WithDiamonds.c4d
  10. @CerberaGood idea! I had not tried that. Just did, however I still couldn't get the result I was looking for. It merged them and I could see an extra, say .1cm on the inside that would become a diamond extrude. But the faces were still there and I couldn't seem to delete them. I'm really trying to study up on modeling, I'm awful at it. I came from the photography world, so texturing and lighting models is more my strong side... fixing models so they can be textured... not so much! I really appreciate your help. Kane
  11. I know splines and poly's are totally different, but hopefully the title was descriptive. I have a pattern I created with a spline that I need to merge into existing geometry so that I can extrude the diamonds into the existing mesh about 1cm. I need to do this in about 10 places. I've considered just setting a selection and using a material and texture, which is an option, but this comes up a lot. Screenshot attached of what the pattern looks like projected on the existing mesh. I also tried to project the spline, extrude it and then use a Boole with subtract ... but half the diamonds worked and about half simply cut a diamond-shaped hole in the existing face. Most likely this is due to some bad geometry in the face (something I will need to fix as this came in from CAD). But I've had Booles not work for me in the past, and I likely will need to do something similar to this in the future, so I'm looking for some alternate methods if any exist. Thanks for your help! KC
  12. Well alright then, looks like I got some work to do! Thank you both so much for your analysis and insight. I feel like I just got some critical lessons in CAD model repair - which is huge given the number of models coming in these days. I have both Quad Remesher and HB now, so I'll give both more time and see what I can make of this. At the very least, the cubic projection suggestion from @DasFrodoactually does work well in places and is accurate to the real life brush patterns, so that was cool. Thanks again. K-C
  13. HA! I just audibly made the "humph" sound reading that comment. The good news is you're right, it looks ok in cubic. The bad news is that this is even stumping you on that one polygon. Also, I'm not sure what I'll do if other parts of the model won't look right cubic, but I'll figure it out! This was definitely helpful. If you think of something else, I'll be all ears. In the meantime, i'll keep playing around. Kane
  14. @Cerbera Here is the mesh. I can upload the scene with materials, too, but the materials are Octane. Doesn't seem to matter / be an Octane issue, so I figured the mesh would be smaller and better. But i can upload the scene if you need it. I really appreciate the helpful direction on this. Kane HoselMesh.c4d
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