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aquastealth
03-20-2007, 11:03 AM
I've gone from Maya to C4D because of Maya rendering
(Hypershade is utterly confusing)

The problem in C4D is that I cant get any smooth surfaces looking good

In Maya you convert your polygon to Sub-D's and then add
partial or full crease to get good looking surfaces/edges.

In C4D you put your polygon object under a HyperNURBS and then add
weighting to get what you want.

Consider you are trying to model a car and you need a sharp line
see first picture
In Cinema you only get a real soft edge when using full weight
see second pic

How do I get this right?
Or should I use a different modelling technique when it comes to car modeling?

Thx for listening/ AquaStealth

vid2k2
03-20-2007, 12:21 PM
select the middle row of points/edges
and weight them to 100.

select the top or bottom row of polys and do a loop cut

don't select any polys and do a loop cut

select points for the ends and weight to 100, or drag mouse for desired sharpness

AdamT
03-20-2007, 01:38 PM
Looks to me like you need to lower the angle in your Phong tag.

vid2k2
03-20-2007, 01:39 PM
That too Adam :)

Edit:

Another method for fenders is to model them as a seperate part.
Example: lathe; by adjusting the points you can adjust the sharpness of the edge.

If you have the chamfer maker plug, that's yet another option.

aquastealth
03-20-2007, 02:48 PM
Thx for the answers guys:)
The loop cut seems to do the trick but do you have any general
tips or guidelines on where to place my cut, should it be in the
middle of my polygonrow (50%) or close to the edge I wanna sharpen
do I always need to cut on both sides of my selected edge...?

Tried adjusting my phong tag aswell but I get distortions when rendering
if phong is to low. I tried adjusting my phong in other cases aswell but
with less than positive results.
So I try to stay away from the phong tag as much as possible, I dont
like the phong tag and dont understand why it is necessary other
software like Maya doesnt seem to suffer from that problem as far as
I know. To me it feels like an unnecessary problem that Maxon have
implemented ;)

And now for a little bonus:
I got a little tired of all messing with this problem so I ended up
with this picture just out of anger :) Enjoy

vid2k2
03-20-2007, 04:54 PM
Loop cuts near your mid line will produce a sharper edge than away from the mid line.

More cuts, the rounder the profile. ie note how many divisions are in the rounding
of any primitive.

Phong works for shading but sometimes does not play well when your object is in
a HyperNurb cage. Uncheck the HN and see the result.

For more exacting advice, attach a file.

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