View Full Version : Slide a whole loop selektion of points - not possible???
FR33K 08-12-2006, 11:25 AM http://img157.imageshack.us/img157/8158/loopslidinggh6.jpg (http://imageshack.us)
i checked the RTFM but nothing... due to the bad tutorial i used for my head the head mesh its self is now messed up haha bad c4d v6 tutorial :P better is to subdivide the whole head instead of subdividing only cetain parts...
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bobtronic
08-12-2006, 11:29 AM
it's not possible at the moment
better is to subdivide the whole head instead of subdividing only cetain parts...
no, it's better to subdivide/knife certain parts than to subdivide the whole head, thus you can control where you want detail and where not.
Bob
moka.studio
08-12-2006, 11:43 AM
to answer your question,
no it is not possible to slide a whole edge loop in C4d, which is a really annoying limitation, especially since it should no be too hard to implement...
What you can do to achieve a similar effect to a loop slide, is to use the knife in loop mode, make your cut, then select the new edge loop as well as the old edge loop that you would have liked to move, and use 'stitch and sew ' to bring them together at the new position.
Works fine, just means a couple of extra steps.
FR33K
08-12-2006, 11:49 AM
it's not possible at the moment
no, it's better to subdivide/knife certain parts than to subdivide the whole head, thus you can control where you want detail and where not.
Bob
yes really??? but i followed the c4d tut and now i had recieved a messed up cone head (i fixed but i shouldnt get that...) i saw other tuts like the silo head tut on official site and thats a good one...
i mean at the beginning i am not quite sure where exactly the ears mouth eyes etc... must be positioned coz i must push the mouth a bit then the nose etc... to see how all looks and works hm...but maybe you are right i just get into my mind that maybe i did some wrong cuts not from one end to the other i stopped i guess at the middle of the head therefore i have creasing in my head!
thx moka for the hint will try right now!!!
i checked the zygote woman`s model mesh from the content browser and saw it has many triangles in the mesh and the model is not put under a Hypernurbs, why this it looks much better that way...
if someone still has some modeling tips for a newbie like me dont hesitate i am greedy and eager to get all you say here:bounce:
bobtronic
08-12-2006, 12:07 PM
I see you are facing three main problems. First of all you are probably following the Mimura tutorial. I wouldn't recommend it anymore because it's quite old and not very up to date when it comes to modeling techniques. Second the tutorial doesn't explain the two most important things when modeling, edegeloops and topology. The Silo tutorial is much better in this. And third you have probably not enough knowledge about anatomy. This is a problem most newbies have. I would recommend to buy a book about anatomy or google for some good references. Also check out the subdivision-modeling forum.
http://www.subdivisionmodeling.com
There you will find good tutorials about edgeflow and topology. The community is also very helpful and can give you some good tips.
keep it up
Bob
FR33K
08-12-2006, 12:24 PM
I see you are facing three main problems. First of all you are probably following the Mimura tutorial. I wouldn't recommend it anymore because it's quite old and not very up to date when it comes to modeling techniques. Second the tutorial doesn't explain the two most important things when modeling, edegeloops and topology. The Silo tutorial is much better in this. And third you have probably not enough knowledge about anatomy. This is a problem most newbies have. I would recommend to buy a book about anatomy or google for some good references. Also check out the subdivision-modeling forum.
http://www.subdivisionmodeling.com
There you will find good tutorials about edgeflow and topology. The community is also very helpful and can give you some good tips.
keep it up
Bob
1. yes HAHA its the mimura tutorial and its bad ^^ http://www2.ocn.ne.jp/~mimura/tutorials/index_e.html (http://www2.ocn.ne.jp/%7Emimura/tutorials/index_e.html)
2. you mean this silo tutorial i also mentioned? :
http://www.nevercenter.com/tutorials/html_tutorials/user_tutorials/character_modeling/
3. Probably not i did 3 years body building and when you check (some threads down on forum here) my first rough character i started with then you see have know every muscle and the proportions compared to other body parts at least i am thinking so ;-)
4. So... i will then forget about the mimura tut and try others more new...
shall i forget now the character modeling starting with a cube ???? and turn to poly by poly method (which i dont like...) ??
5. after i have modelled the whole character i wanna rig it, so is there something special i am not allowed to do in modelling so i could have disadvantages in rigging???
6. should i always use the symmetrie object for modeling a head?
bobtronic
08-12-2006, 01:47 PM
4. So... i will then forget about the mimura tut and try others more new...
shall i forget now the character modeling starting with a cube ???? and turn to poly by poly method (which i dont like...) ??
It doesn't matter what method you use. Personally I like boxmodeling too but you will find that often it's best to combine different techniques. The Silo tut is good because it shows how to lay-out the edgeflow, this is most important and can be applied to every method.
5. after i have modelled the whole character i wanna rig it, so is there something special i am not allowed to do in modelling so i could have disadvantages in rigging???
Again it is important to have a good edgeflow/topology. Basically it means your edge-topolgy should follow the muscle and bone structure. Study wires of good models.
check this link for really useful info about it, it's by Bay Raitt (modeller guru):
http://cube.phlatt.net/home/spiraloid/
also check out the Otto and Meg models that come with Cinema, they have really good topology
6. should i always use the symmetrie object for modeling a head?
most modellers do so, you can always make it a bit asymmetrical later if you like
Bob
FR33K
08-12-2006, 02:11 PM
It doesn't matter what method you use. Personally I like boxmodeling too but you will find that often it's best to combine different techniques. The Silo tut is good because it shows how to lay-out the edgeflow, this is most important and can be applied to every method.
Again it is important to have a good edgeflow/topology. Basically it means your edge-topolgy should follow the muscle and bone structure. Study wires of good models.
check this link for really useful info about it, it's by Bay Raitt (modeller guru):
http://cube.phlatt.net/home/spiraloid/
also check out the Otto and Meg models that come with Cinema, they have really good topology
most modellers do so, you can always make it a bit asymmetrical later if you like
Bob
ok i check again the zygotes ottos and others ^^
so with a perfect topology you speak of an unseen suite which fits perfectly to the human body right?
ok i will still finish the vertex stuff of my model with the lips and then proceed to the silo char tutorial and show it the next days here :)
btw. most tutorials free in www or those fascinating dvd like silo 2 modeling by kurv studios is about poly by poly method, you know any tutorial like the mimura tut which is showing how to model a body and head with box modeling?
Danke für deine Hilfe! ;-)
bunter
08-12-2006, 07:08 PM
My understanding is that good edgeflow is only really critical if you intend to animate your model -so that it deforms properly. If you are modeling for a still then you can put loops and points wherever you like as long as it looks right. What I have found in my modelling, however, is that edgeloops/rings that follow the topology of the shape you are trying to model actually make it easier to model the shape right. The modelling forum here has a great thread on topology research, which is almost all applicable to modelling in C4D.
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