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Arthos

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Everything posted by Arthos

  1. By the way I'm happy to pay someone for this if it's the kind of problem not easily solvable, as it is quite urgent. PM me if you think you can do it (fast).
  2. I have a polygon surface with a couple of things attached to it that I want to be able to reshape (move the 4 corners around) and resize (without resizing the attachments). The attachments should follow their assigned edge (from the polygon surface) and always stay at the mid point of the edge they are assigned to. How would you achieve this? I'm thinking this will need some sort of scripting but that's a little bit above my head still. This should work with a triangle surface and N-gons as well, and ideally be somewhat non-destructive and dynamic. Best.
  3. I want to model something quite low poly with tubes, like a metal wireframe. I figured I'd use the Edge to spline command and sweep with a circle spline to get the result I want and to be able to make changes easily but I run into an issue. I didn't realize a spline couldn't be connected to itself more than once therefore I run into this problem where 3+ tubes should be joined together, I get an ugly angle or polygon intersection. Is there a fix to this that wouldn't involve working at a vertex level so I can keep tweaking the shape easily? Best :)
  4. That should do the trick, I'll try it. Will update my profil! OH MY GOD, found out what the problem was. I'm using HB modeling bundle and he modified the move tool so you have to Shift Click to Enable Quantize Snapping or something like that, and the E shortcut defaulted to HIS tool rather than the usual move tool. Eureka!
  5. Yes I just updated and actually it only reset when I use the keyboard shortcuts for Move and Rotate Tool, not when selecting them with the mouse... Weird stuff, and a terrible design. Maybe there is something wrong with my shortcuts though but I mostly use the default ones...
  6. This helped but it still go back to default movement value (10cm) whenever I change tool, and because I keep rotating and moving stuff around I have to re-enter my movement value each time I switch tool. Oh god...
  7. Do you happen to know how to prevent Quantizing to stop un-toggling everytime you change tool? It's infuriating :D
  8. Ha yes, movement quantize will do the job perfectly. As always thank you so much @Cerbera And congrats on 1k rep!
  9. I have a client that want me to build stuff in 3D using basically legos. Here is an example: https://imgur.com/pAKzNC0 He will provide the cube, I just need to make the animals and what not. Pretty fun job. Not sure how to get it to work easily in C4D since I need to do a lot of them. I don't want to deal with having to calculate the position for each one of them relative for their size. I did some test with Polygon and Mid point snapping on, and it kind of work as long as I keep changing the Axis Center of the cube I'm placing. But it's still require a bit too much tweaking for my liking, I'd rather find an even more interactive way if it's possible.
  10. Cheers, worked great, already done! Never used wrap deformer before, god it's so much better than bend deformer to work with.
  11. How would you make something like that? I've tried to extract an object from mask in Sculpting layout where I drew this shape with radial symmetry turned on at 10 on a cylinder but I get terrible edges when extracting, like stairs. So now I'm thinking modelling by hand one from a cube one of the vertical forms and with a cloner create the ring. Make sense? Any idea?
  12. Haha. It actually worked out great with shrink wrap. Sometimes just by posting something you get to think of the right answer, weird human brain...
  13. Yes but then it doesn't wrap up properly, I've also tried half a sphere as it's close to the shape of the head but I didn't get good results even with very high subDiv. I guess I'm mostly looking for another technique that would work similarly. I guess I can try Shrink wraps and see what I get with that.
  14. I want to use the project mesh function (under the sculpting layout) to project a plane on the top, back, and sides and a character head. I basically need multiple planes to be projected and create one single mesh from that. How can I do it? We want to do this because we have sculpted hair (braids) and we want to create a junction/slope between the head and the hair easily, while retaining the details.
  15. So I'm modeling something with planes and I'm wondering if there is a way to extrude them without actually using the extrude tool? So if I need to make big changes to the shape of the object I wouldn't have to deal with more points and being careful at not modifying the thickness of parts I'm tweaking. I think it's called a Shell modifier in 3ds Max.
  16. Thanks, you can turn wireframe on in Sketchfab under settings -> rendering. It's triangulated though, and not the best topology ever. Quads here: https://www.behance.net/gallery/55941993/Bloody-bottleflask-(ModelingTexturing)
  17. https://www.artstation.com/artwork/D8LlG Daily project, and first real success with Substance Painter. The modeling was a bit difficult for the top piece but I pulled it off, as long as you don't look too closely :D. You can see from the textures that I experimented with a lot of stuff and brushes, perhaps too much. The base material (grey color) might look weird to some but it turned out to feel and look exactly like my real life reference which is some kind of a fine plastic that grip really well in your hand, but right below it I assume you would find metal.
  18. Are you talking about the hard Surface tutorials? Because I have them already
  19. I want to go with a realistic look if I can so quite detailed but still optimized topology for real time. I guess I'm a little bit confused when it comes to intersecting objects and polygons, I felt like in order to get the lowest polygon count I needed to avoid having intersecting objects. So what parts would you break into different objects for this gun?
  20. I just finished modelling a plane based on the 2D image I have of this gun, and now I have no idea how to start extruding the different parts. As you can see my mesh is only one object (which is perhaps a mistake?), I've tried beveling in solid mode and extruding the different parts but I don't get as much control as I want with that. I almost feel like this should have been a sculpt followed by a re-topology rather than trying to model it straight away but again I'm way out of my comfort zone on this one. Any help would be appreciated, how would you do it? I plan to import it into substance painter later on for texturing, which dictate the workflow a little bit.
  21. Basically I simulated cloth for modeling purpose, and mow that my cloth is in the right place I'd like to "un-subdivided it" to reduce polygon count. In theory I could select one edge out of two and hit dissolve, but I have A LOT of edges so I'm looking for a less tedious way. I tried the Polygon Reduction tranformer but that's just good for scans as it triangulate the mesh and create tons of ngons. Thanks :)
  22. Feel bad asking considering the discount but are you having some kind of student bonus on top of that?0 Best
  23. Ok ok I kind of get your idea and this seems to be exactly what I need but there is some term I'm not familiar with: CV-Subdeformer? And what do you mean by "apply sculpt in zero level"? Best
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