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Shrinkwrapping primitives to model?

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Thomas PascavageShrinkwrapping primitives to model?
by on Jun 16, 2012 at 3:49:46 pm

theres a video i saw of a guy filling a mesh with particles, but i couldnt help to notice how he made his person. im wondering if this is possible in c4d, because i cant seem to figure it out. it looks as if he took primitives, converted them to polygons, then further into splines, then shrinkwrapped it into a mesh(loft nurbs?) he created his thing in maya tho so thats why im not sure its possible. heres the video tho so see what im talking about







Thomas


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Adam TrachtenbergRe: Shrinkwrapping primitives to model?
by on Jun 17, 2012 at 2:54:06 am

I'm not a maya user so I'm not sure what the purpose of the spheres is, but I don't think they're being used for modeling. The mesh topology is too clean to have been generated procedurally.


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Thomas PascavageRe: Shrinkwrapping primitives to model?
by on Jun 17, 2012 at 4:24:28 am

but is tht possible somehow? it seemed quite ingenious to create something out of primitives then wrap it up in a mesh, then delete the primitives leaving only the mesh in the form it was in when the primitives were still there


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Adam TrachtenbergRe: Shrinkwrapping primitives to model?
by on Jun 17, 2012 at 3:09:18 pm

You can do something of the sort with Cinema's metaballs, but you don't have much control and it leaves a dense, triangulated mesh. ZBrush, on the other hand, has a sophisticated "ZSphere" system that can serve as the basis for a final mesh (though it still requires much work to get good topology).


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Thomas PascavageRe: Shrinkwrapping primitives to model?
by on Jun 18, 2012 at 5:30:54 pm

once again, its adam to the rescue^_^ metaball did exactly what i was looking for. youre right about the triangulated mesh, but isnt there a way to fix that? i thought i saw sumthin about cleaning up mesh but i dnt remember exactly what it was


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Adam TrachtenbergRe: Shrinkwrapping primitives to model?
by on Jun 19, 2012 at 3:12:11 am

You can try the untriangulate tool or polygon reduction, but neither is likely to produce very good results. What you can do, if you really need a high quality mesh, is turn on polygon snapping and use the create polygon tool to build a clean mesh on top of the metaball mesh.


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