Hi Mike, great video as always. My question is, do those tiny little extrudes like at time code 16 53 along the edge of a larger extrude that dig into the mesh a tiny bit effect the UV? Great place to put a seam but are you going to get any yuck stretching because of them? Speaking of UVs, any problems with a disconnected mesh. I automap in Coat as much as I can and disconnected pieces make 3D Coat autotopo angry.
Hi Mike, jusy discovered you, you have excellent inflection on your voice! Thank you for explaining / helping some model issues ive been having. Subbed up! 👊🐇🐇happy Easter !
I don't understand.. there are visible gaps left in the model, how is this acceptable? I can't make a model for a video game if it has empty spaces inside, how can I fix it the best way? Other than that great and very helpful tutorial, thank you very much.
I love this tutorial! thank you so much Michael, you are very good in explaining everything, but one thing if someone can help me, when when add the details by extruding in and out to make that curve inside in two side ( the object is disconnected ) so we will have an empty space between , how do we do to fill that space ? I am a beginner so I don't really know how to proceed, can someone help me please ? thank you so much
I'm trying te model an object for 3D-printing. You're tutorial brought me a long way into the basics of using split and disconnect to create an awesome looking model. The only thing that seems to become a problem when disconnecting parts of an object in C4D is the gap that will exist afterwards. Disconnecting and lifting parts of an object make it look awesome but in reality there's just a gap. How to overcome this?
I am wondering the same thing! I finished this tutorial (which was amazing by the way), but couldn't help but notice during that last disconnect at 24:45, I was left with major gap after some extrusions. It would be nice if there was a way to smooth over that bit and make it appear reconnected.
@Michael Balchaitis Your Tutorial really teaches one how to do stuff!! I hope you will do more of them in future!!! I have a question to this one... The result is amazing but let's say, instead the rounded edges everywhere i just want to get really hard-surface edges ones i rendered... How would i do that? Because currently it seems all edges are beveled. Thank you so much for your help!
You can use the Weight Subdivision Surface. Select the Edge/Point/Polygon you want to have the hard edge. Then type m~r for keyboard shortcut or go Mesh menu/Transform Tools/ Weight Subdivision surface. Then, with the tool selected, drag left to right in the viewport to make a hard edge.
there will be some who deem this sort of technique irrelevant after the release of r20 and open vdb modelling. but this is still the cleanest way to be modelling machinery. economy and even-distribution of polygons is what separates the pros from the instagram fartists.
LMAO fartists ahhahahaaha. Cant think of a better way to describe them. I cringe when i see bad topolgy or lack of any. Modeling is not only shapes but topology also. As you said thats the difference between a good modeler and a IG fartist
Thanks for your tutorials! Why don't you ever use edge weighting when you're doing subdivision surface stuff? I find myself using it a lot to get different smoothness on edge transitions, I'm just wondering if there's any drawback to that I'm missing.
Hey, this is all very simple geometry, but I'm trying to find out how to make one object look "melted" into the other, but whatever I try the connection looks janky.
Hi, Michael, I am facing a problem when I add the selected area into subdivision all the selected polygon become round can you help me? I just wanted to know what I did wrong!
I am using the Model Layout. If you go to the top Right of your screen you will see a drop down menu. Choose Model or Modeling depending on your version of Cinema 4D. That will put a horizontal menu at the bottom. You could make your own layout too. You can take a look at my tutorial and I show how to do that: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Mew_GOWbntc.html
Select the polygons that you disconnected. To do that select your move tool and double click on the disconnected polygon. This will select all the disconnected polygons. Then go to Select Menu and Choose Outline Selection. Go to Edge Mode. Then Choose Loop selection tool. Make sure Select Boundary Loop is checked. Hold Down Shift and Select the other lines.