Hey my friend..... PLEASE keep making these. You have such a huge potential to be a BIG youtube. Keep these coming!!! Best series on youtube for 3D modeling. Thank you!
Hi, Sir, you taught us Unbelievable techniques ... I saw many more tutorials but they did not have the depth of knowledge... you are great please carry on.....
You are welcome. I will be doing many more tutorials filled with tips and techniques. Let me know if there is anything that you would like me to explain in future videos. Thanks.
Sometimes only subscribers and money do not matter because sometimes somethings that you give someone become more than this and it gives someone a job, relief from a big problem and optimizes someome so i think this things are really big for you because they are able to do this all things only because of you. And it matters because you came in lite as a solver of many problem 😅 Sorry if wrote little bit more. 😅😅😅
If you started with a hexahedron (all quads) wouldn't that solve the problem before it began? Regardless I still love the info you provided - thank you for the help!!
Hello Michael. Im having some modeling problems in connecting two objects together. Simply put, how do i connect this two parts, show on the link bellow, if one of the holes has more points then the other object´s hole... I made a whole in the Torus, and i want to connect to the surface bellow. thanks in advance gyazo.com/b646d8d229ac06ac8c3d84bfe1b8b2b3 Edit: The only solution im thinking off, would be adding more subdivisions using KL? But what if i want to keep the top object lower poly then the lower object and still have them connected?
i know it is past time for a advice, but in my opinion the best way to resolve this problem, is to not connect the objects whatsoever. If you are going to connect them, trying to countlessly subdivide it, you are gonna have a big time retopologizing this. You should rather do it low poly, then connect, and then subdivide it. If you wanna more complex object, you just could connect them with boolean, making sure that the cap on the bottom object is flat. N-gons there wont change your model structure, and after all if you are going to export it to some game engine, you need to triangulate the whole object, so n-gons wont matter (in this specific problem, that you are having, so have that in mind). In just render instances, you can clip those two, and it wont matter. Of course, there will be sharp edge between them, but you can try to hide it a bit. You should experiment with each solutions, and pick one, that the most suits you in this case. Remember, to not over do it. After all, its all about simplicity. Try to not complicate it too much. Thats the biggest advice i can give for everybody that starts with modelling. Keep it simple, and as long as it works, keep it that way
Hey my friend..... PLEASE keep making these. You have such a huge potential to be a BIG youtube. Keep these coming!!! Best series on youtube for 3D modeling. Thank you!
Regarding the non-connected points, you can also select them all on polygon mode and do optimize.
Hi, Sir, you taught us Unbelievable techniques ... I saw many more tutorials but they did not have the depth of knowledge... you are great please carry on.....
This is one of the most informative Cinema 4D channels I have stumbled on lately. You got a subscriber! _/\_
Same here :)
You're like undiscovered gem about modeling in Cinema 4D. I like this way. =D
A very helpful channel. Thanks!
Hey great work Mike, these ongoing C4D modelling tutorials are really helpful. Thank you.
You are welcome. I will be doing many more tutorials filled with tips and techniques. Let me know if there is anything that you would like me to explain in future videos. Thanks.
Very helpful thank you. Perhaps the pace is a bit on the slow side sometimes, but still useful, thanks
Yep, Good tutorial but too slow for sure. It makes it super boring for me at least and long.
1.25x
@@evolocity5 1.5 ftw
You gotta increase reading speed in youtube gear option (bottom right).
@@facundomaioli2769 Even 2.0x speed works for me
I have watched a few of these "Tips and Tricks" from other users, most seem derivative, but not yours. Good Job
this is the basis that everyone should know if we want to do something worthy in this program ....
that's why I'm interested in lessons. starting with the interface and parsing the properties of tools and other ...
Sometimes only subscribers and money do not matter because sometimes somethings that you give someone become more than this and it gives someone a job, relief from a big problem and optimizes someome so i think this things are really big for you because they are able to do this all things only because of you.
And it matters because you came in lite as a solver of many problem 😅
Sorry if wrote little bit more. 😅😅😅
this tutorial is awesome. I faced this sphere problem many times. now i have a solution.
Very useful, thank you
If you started with a hexahedron (all quads) wouldn't that solve the problem before it began? Regardless I still love the info you provided - thank you for the help!!
10/10 great video thanks for making it! :D
Thank you so much, Evan.
Super techniques
Good suggestions will only work better with a sphere rotated 90 degrees at first
This is great, thanks
Amazing useful tips
anyone know how long the free trial period for Cinema 4D software lasts?
thanks for this!
You're very welcome. Thanks for watching!
Nice !
Thanks for the tips!
Thank you!!
You are so welcome!
isnt it easier to just make a sphere from a hexahedron instead?
Thank you. Very helpful
Thanks very helpful tips,
You're welcome!
Where are you, man?
Nice tutorial. Except on the first one (Edgeflow), you didn't show how to resolve the issue.
Never mind. I found the answer: ua-cam.com/video/dTRx_9_7l_U/v-deo.html
very helpful 👍👍👍
Thank you.
С4D - the Best!
thank you
Hello Michael. Im having some modeling problems in connecting two objects together. Simply put, how do i connect this two parts, show on the link bellow, if one of the holes has more points then the other object´s hole... I made a whole in the Torus, and i want to connect to the surface bellow. thanks in advance gyazo.com/b646d8d229ac06ac8c3d84bfe1b8b2b3 Edit: The only solution im thinking off, would be adding more subdivisions using KL? But what if i want to keep the top object lower poly then the lower object and still have them connected?
i know it is past time for a advice, but in my opinion the best way to resolve this problem, is to not connect the objects whatsoever. If you are going to connect them, trying to countlessly subdivide it, you are gonna have a big time retopologizing this. You should rather do it low poly, then connect, and then subdivide it. If you wanna more complex object, you just could connect them with boolean, making sure that the cap on the bottom object is flat. N-gons there wont change your model structure, and after all if you are going to export it to some game engine, you need to triangulate the whole object, so n-gons wont matter (in this specific problem, that you are having, so have that in mind). In just render instances, you can clip those two, and it wont matter. Of course, there will be sharp edge between them, but you can try to hide it a bit.
You should experiment with each solutions, and pick one, that the most suits you in this case. Remember, to not over do it. After all, its all about simplicity. Try to not complicate it too much. Thats the biggest advice i can give for everybody that starts with modelling. Keep it simple, and as long as it works, keep it that way
cool
God is laughing at us now.
very helpful thanks but u r dragging tooooo much
Thank you so much. I am sorry about that. I will make sure I am faster and without dragging.
The pacing was a bit slow here but I don't think it was detrimental to the teaching. Still good info regardless. :)