You can follow me on these and join the Discord Channel. discord.gg/VrTJCpnmH3 www.patreon.com/polygonpen twitter.com/mert_iskndr instagram.com/polygonpen/
Храни господь яндекс переводчик видео!!! Я целый день сегодня моделировал по этому тутору, я впринципе впервые моделировал, это было не легко. Канал огонь! Спасибо большое!!!
Yeah, exact thoughts but I believe we still have time, a human eye and skill is still needed, there are tools like zremesher, they do great job but they give you a very high poly mesh usually.
Thank you for making these great videos and sharing them with us. You encouraged us to learn to design, not just design cinema 4d. your approaches to design are very helpful.
Briliant and very quick process as usualy, good tutorial. Just a my tip and expirience that could make life even easier, is use more bevel deformers with different edge selection for specific part, this help me avoid destruction of topology, sometimes is impossible use one bevel settings for whole mesh, or you simply need another proportions of bevels ❤❤❤
By watching this tutorial means I need more practice. And Thank you for sharing. ❤ Can you please make a detailed packaging tutorials, Thank you in advance.
I clean the mesh so that I can subdivide it smoothly, you need to know the basics of SubDivision workflow, check out my product modeling series/playlist.
Thanks for the great tutorial. I am just curious. Have you been doing a lot of puzzles as a kid? Because you say it's like puzzling and I enjoy that polygon work too and I did a lot of puzzles as a kid. Maybe it wired my brain for that kind of problem solving
Yeah, I wanted to make it quick, if you have time, of course try to make it more uniform but it will not change the look of the model, it will help you to get better UVs and less texture distortion.
I always do that before rendering, I basically add a box with correct dimensions like 10*10*5 cm, then I select my model and scale it down to the box's level.
@@Ricardo-de9ju Precision in objects is not that important actually in 3D sofwares like blender, Maya etc, Nurbs modeling softwares are really good at that though.
In blender, you have scale tool that helps with that. There should be something along the lines of that in major Dccs since size in real world dimensions is taken into account for path tracing engines like cycles and Arnold. redshift is a biased renderer but is still using the same path tracing algorithms under the hood, so the real world size should still matter
I can see that Cinema 4d supports bMesh. So why bother splicing up ngons on flat surfaces into quads? If Cinema's subdivision operation cannot handle ngons, you could just use triangulation to break ngons into triangles? Only add support loops where needed, your video and work would be much faster this way and mesh would subdivide correctly.
@@polygonpen True, but using Shape3D or MomentOfInspiration software, yuo can get perfect HD surfaces to import in a 3D program. Unfortunally C4d seem to have this problem with the phong tag that limits the correct visualization, at least in the viewport. This drives me crazy untill the 1995.
@@fabriziopacifici7531 These are Cad/Nurbs modeling softwares, the workflow is completely different than Maya, Blender, Max, C4D, two different industries. Cad softwares are usually for designing and concepting, softwares like maya, blender are for visual productions.
@@polygonpen ok yes, indeed. I just hope to fix this "bridge" beetween these worlds. Because we need to visualize in a very fast way, so why do not implement this aspect in C4d? Just watch Blender: there are many extension that help the workflow in creating HD surface with awesome inset and bevel functions. I love too much Cinema to start learning other software, I hope they will work on this in the future. cheers
You can follow me on these and join the Discord Channel.
discord.gg/VrTJCpnmH3
www.patreon.com/polygonpen
twitter.com/mert_iskndr
instagram.com/polygonpen/
Храни господь яндекс переводчик видео!!! Я целый день сегодня моделировал по этому тутору, я впринципе впервые моделировал, это было не легко. Канал огонь! Спасибо большое!!!
Fantastic tutorial, I always appreciate manual clean up and quad workflow in designs, it gives you so much more control.
It's amazing the time that goes into proper mesh cleanup.
I long for the day when AI catches up and this type of manual work is a thing of the past.
Yeah, exact thoughts but I believe we still have time, a human eye and skill is still needed, there are tools like zremesher, they do great job but they give you a very high poly mesh usually.
Thank you for making these great videos and sharing them with us. You encouraged us to learn to design, not just design cinema 4d. your approaches to design are very helpful.
Thank you very much :)
Briliant and very quick process as usualy, good tutorial. Just a my tip and expirience that could make life even easier, is use more bevel deformers with different edge selection for specific part, this help me avoid destruction of topology, sometimes is impossible use one bevel settings for whole mesh, or you simply need another proportions of bevels ❤❤❤
You are absolutely right, I just wanted to make it quick, I will make another booelan to Subd tut and I will do what you said.
@@polygonpen Thanks, keep it up, your techniques and tutorials are the best and most valuable ever.
@@GhostNadeThanks!
A puzzle, if you know the rules. The best description I've heard. And yes, It's most therapeutic. :)
Thank you, indeed this is like a puzzle game, if you like puzzles this is the best job ever!
Boolean gives the shape we need but cleaning the mesh later is so complicated. I will try to practice this. thanks !!
Keep trying!
By watching this tutorial means I need more practice. And Thank you for sharing. ❤ Can you please make a detailed packaging tutorials, Thank you in advance.
Yeah, I will add this to my list.
This tutorial is GOLD! Thank you for making that video!!
Thank you!
Thank you for sharing. It helps me a lot.
Awesome, you're back!!!
Legend has it he never ca back later.
always excellent quality tutorials, thank you
I can't make boole object Editable it becomes Null object who may know the probelm?
Thank you! It was the best tutorial that I saw!
Thank you :)
great to see you again sir
after long time 😊
You Are King !! Can you please make a tutorial about cleaning mesh only and why we do that and what is the rules of it ?
I clean the mesh so that I can subdivide it smoothly, you need to know the basics of SubDivision workflow, check out my product modeling series/playlist.
Here we go!
Mind-blowing! Thank you so much for sharing.
Thank you!
pure form of knowledge Love from Pakistan
😘
Thanks!
amazing tutorial! can you share how you created the "texture" on the volume wheel? on top?
Thanks, you can watch the tutorial named knurling on my channel!
@@polygonpen yeah! Found it later that night haha 😂
Hello! Thanks for your videos! I love your channel and recommend it to everyone!
thank u helped me a lotNice tutorial.... Very helpful
Thanks for the great tutorial.
I am just curious. Have you been doing a lot of puzzles as a kid? Because you say it's like puzzling and I enjoy that polygon work too and I did a lot of puzzles as a kid.
Maybe it wired my brain for that kind of problem solving
Yeah, there might be a connection indeed, can't prove but I find the process very similar to puzzling.
Awsom brother as always, thank you ...
It seems remesher is still not smart enough for such a task like this. Would be wonderful to use booleans combined with remesher feature.
It works but gives you a very high poly mesh, it also works better on curved surfaces likes sphere type complex shapes.
Bro can you make a video on Basic UV editing and How to export uv map to photoshop..pleasa help me...I'm new in C4d
Awesome video as usual one thing that always bothers me is that world grid I hope you turn it off from now on, it's kinda distracting
Hi, man. I really like your videos and it helps me a lot. Thanks for your job.
What cinema 4d do you use?
Thanks, it is the latest one, 2023.
cara, você é o melhor!!
감사합니다. Thank you! you the best
how do you even get to the pixellab i bought the program but cant get to the lab
thank u helped me a lot
This explanation is compatible with r25 ?
Thankyou
Daaamn🔥🔥
what is the shortcut of model mode?ㅠㅠㅠㅠ
Another Legendary Polygon Pen Modeling Tutorial !!!
Thanks!
I saw that when you used a cutter, you never focus on uniform workflow.
is it ok?
Yeah, I wanted to make it quick, if you have time, of course try to make it more uniform but it will not change the look of the model, it will help you to get better UVs and less texture distortion.
I am making This on Maya. really helpful..
Oh, awesome!
@@polygonpen I am a beginner, you spend 1 hour here. I have spent 20 hours.....
Haha, it is quite normal, this might be overwhelming for a beginner but keep going!@@zhengyiyu9093
Nice one!
🔥
Thank you.
is there another tutorial for the undone part?
Yeah, on my Patreon.
Эта программа стала похожа на блендер 3д!
Thanks bro..
How do you bring up the axis menu at 7:13?
Right click on one of the axis'
You don't care about real size when start modeling, that's ok. So, how do you size it down to real size? Is there a precise tool for that?
I always do that before rendering, I basically add a box with correct dimensions like 10*10*5 cm, then I select my model and scale it down to the box's level.
@@polygonpen Dude, what the hell is going on in the world that developers can't make a tool to scale objects precisely. That's so simple and handy.
@@Ricardo-de9ju Precision in objects is not that important actually in 3D sofwares like blender, Maya etc, Nurbs modeling softwares are really good at that though.
In blender, you have scale tool that helps with that. There should be something along the lines of that in major Dccs since size in real world dimensions is taken into account for path tracing engines like cycles and Arnold. redshift is a biased renderer but is still using the same path tracing algorithms under the hood, so the real world size should still matter
thank you for the vedio
Thanks.
👍🏻
Thanks 🙏🏻
I can see that Cinema 4d supports bMesh. So why bother splicing up ngons on flat surfaces into quads? If Cinema's subdivision operation cannot handle ngons, you could just use triangulation to break ngons into triangles? Only add support loops where needed, your video and work would be much faster this way and mesh would subdivide correctly.
merci pour le tuto
Please show how you create ribbed bezel
Wow ! T H X !
can you do this in blender
Yes
Обожаю тебя, мужик 😘
Zor dars
.
Cool! Go next!
Hey everyone, I feel disappointed in myself for tNice tutorials having to be the case, but I feel the need to be honest. Life stuff got down hard
Nothing new. To much time consuming. I am waiting for a plugin that solve this hard work in C4d. It is really the only thing that missing, I think.
This is the same workflow in every 3D software, I don't think there is a pulgin that gives you a perfect topology .
@@polygonpen True, but using Shape3D or MomentOfInspiration software, yuo can get perfect HD surfaces to import in a 3D program. Unfortunally C4d seem to have this problem with the phong tag that limits the correct visualization, at least in the viewport. This drives me crazy untill the 1995.
@@fabriziopacifici7531 These are Cad/Nurbs modeling softwares, the workflow is completely different than Maya, Blender, Max, C4D, two different industries. Cad softwares are usually for designing and concepting, softwares like maya, blender are for visual productions.
@@polygonpen ok yes, indeed. I just hope to fix this "bridge" beetween these worlds. Because we need to visualize in a very fast way, so why do not implement this aspect in C4d? Just watch Blender: there are many extension that help the workflow in creating HD surface with awesome inset and bevel functions. I love too much Cinema to start learning other software, I hope they will work on this in the future. cheers
sponsor eeeagle It has 4 different versions.The 0$ one is good to start out