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miles800
03-15-2007, 06:15 PM
I want to model my apartment in Cinema 4D. The first problem I seem to have run into is that when I do it to scale, using feet, the model is quite small according to the grid. The second issue is that I don't know the best method for for modeling the apartment structure (Walls, floor, windows etc). I am wondering if I should try to do the entire outline of the apartment, then add walls by extruding, or maybe just group together primatives (Maybe this might be best for hiding objects as I work on putting stuff in the apartment) etc. Does anyone know from experince what ends up being the best course to model an series of rooms with accuracy? Thank you.

LemonNado
03-15-2007, 09:33 PM
There are many ways to model the walls with benefits and disadvantages... One thing however remains true: Keep the real life units and adjust your grid to be of use. There are a lot of sim parameters and external tools like Final Render which will only work properly and as expected when the dimensions are correct. A living romm 8 by 12 by 7 miles is just not realistic 8). At least I don't have to deal with clouds and athmospheric perspective in my living room 8).
Rainer

joeski4d
03-15-2007, 10:05 PM
Until recently, I had always left my units in C4D at their default, meters. I didn't like it this way, but in the beginning, it was easier to follow tutorials using these defaults.

Now, I use pixels (or points) as my unit and this makes much more sense to me. So now, if i drop a primitive cube into the scene it comes in at 200 px which if you divide 200/72 you get 2.777" which is much more reasonable size/scale.

So, if i were to model my house to scale, I would use pixels as the unit and just multiply inches by 72 ppi.

hth,

Joe

prs
03-15-2007, 10:15 PM
From what I gather the units have no real meaning. An object with the width 1000 when the scale units are meters won't become 1 million units wide when the scale is set to millimeters.

tomglod
03-15-2007, 10:26 PM
I put together a tutorial a while back.... maybe it can help you

http://tgmanimation.122mb.com/

LemonNado
03-15-2007, 10:42 PM
Don't underestimate the correct unit sizes. There are situations where unfortunate settings require adjustments of prameters 6 digits behind the period. Which is obviously leading to all sorts of issues (rounding, display, etc). And in Final Render for example, the cool new IES lighting will only work when the correct units are used. A 50 Watt Lightbulb only has a certain falloff. One just can't light a city with that ;). Of course you can set any inch/pixel or furlong/fortnight dimensoin as you please. Personally I leave that to the people with three feet ,twelve fingers, and the good memory for crazy fractions. I stick with metric. Less error prone as well.
Rainer

free4dstuff
03-16-2007, 09:35 AM
I just happened to stumble into this thread.
Tom, I went through your tutorial briefly and picked up alot of useful technics.
I also have your lotus flower tuto although poser part was tough to follow as a beginner.

I appreciate your effort on providing the tutorials because I'm sure they are not easy to put together.

Thanks a bunch.

miles800
03-16-2007, 07:49 PM
I have been working on the rooms by using Boolean modeling. I use two cubes to form the inner and outer wall of the room. Then I subtract cubes from the resulting object to form holes for the windows and doorways. I have been able to do this without having to convert editable meshes by using null objects and Hierarchy. So far it is working quite well, I will see if I run into problems with textures. For my Scale issue I have been using Pixels as the unit in Cinema 4d, and then Multiplying inches by 8, seems to be a good enough scale. (So, 10 inches ends up being 80 units (set to pixels) in Cinema 4D. I am going to check out that tutorial next, thanks guys!

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