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View Full Version : Carved grooves and ridges...???


Mahlikus
04-01-2003, 06:59 PM
Okay, noob question for the gurus (or anyone else who can help)...
I am trying to achieve carved grooves in my model. The same thing you see all the time in robots and spacecraft. I am looking for something with the same ability as the tutorial on http://www.render-forum.de/tutor3.html

Thank you for your help yall.

TheLegend299
04-01-2003, 07:22 PM
Well I always do this by doing a small inner extrude then a small extrude then another then the smallest inner extrude I can the extruding back up and then again to get harder edges. Did that make any sense at all? Anyway I'm sure theres a better way anyone?

Kirl
04-01-2003, 07:40 PM
Yep, that's how I usually do this kind of thing...

You can also try making a pretty wide "extrude" and afterward rounding off with a "Smoothshift". That gives you more direct controll in how round or hard you want the edge to be.

Though a simple inner extrude usually takes care of things, but only so far....

Or if you're using R8 you can just weigh the edges... Pretty nifty that.

chi
04-01-2003, 09:37 PM
man if c4d had nurbs modeling equal to those of rhino....
but there is nothing that can make grooves as in the tutorial....
you have to model them manualy like the guys already said

Mentat7
04-01-2003, 09:50 PM
Hi Mike! :wavey: Having been mucking about with C4D and all its glorious tools I have found several ways you can do it. As has already been said you can extrude the edge etc. Another way would be to select the edge then bevel the edge and convert the selection into a poly selection then extrude that inwards and bevel. Just lots of ways to do it I think. Depends too I guess on how detailed the groove needs to be (i.e. how close will it be viewed in the final image).

Mahlikus
04-01-2003, 11:06 PM
Thanks everyone! I'll try it all.

JIII
04-02-2003, 02:49 AM
absolutly bevel it dude.

BEVEL ROCKS.

JIII
04-02-2003, 08:24 PM
you might want to ask prayas how he got such good ridges and lines in his model, that he just posted.

just a thought.

Caravaggio
04-03-2003, 01:15 AM
Well you can project splines onto surfaces, but the only way I can think of to get the groove aside from hand modeling it/extruding it like they said is to use a metaball. And I think everyone agrees the metaball code needs a serious facelift.

JIII
04-03-2003, 02:03 AM
can someone tell me how he just did that in the previous post.

Man that impressive.

Mahlikus
04-03-2003, 03:02 AM
Yeah, go to http://www.maxoncomputer.com/ and click the support tab. then click the documentation tab. Then download the C4D Release 8 tuts and example file. In the pdf, there will be an explination on how th do the same thing. It is in the modeling section under metaballs. It was possible by a reverse tag or something..go check it out.

sputnikinspace
04-03-2003, 12:42 PM
check out the bike tutorial!!

http://www.prayorpanic.com/__v3/phpBB2/viewtopic.php?t=3

/sput

Caravaggio
04-03-2003, 07:10 PM
EDT: I seriously messed up in the previous post, I meant to say Boolean, not metaball. Using metaballs for something like this would be strange. But now I get what he meant by reverse tag.

Reverse tag? all I did was draw a spline, select all points, right click > project, put the spline into a sweep nurbs with a circle spline, the put the nurbs into a boolean along with the sphere (sphere goes on top). But like I said, the boolean code is shaky, I had to increase the poly count on the sphere a bit.

If I were you I'd do what that last tutorial shows, but without turning it into an object. Just rearange the points on your base object and extrude/bevel, whatever. But make sure the camera is perpendicular to the surface so that the points stay somewhat on the same plane.

This is kind of nice...
http://www.cgtalk.com/showthread.php?s=&threadid=53714

JIII
04-04-2003, 01:51 AM
Thanks dude I was wondering about the metaballs. i am like man thats gonna be one jiggly space ship.

anyway thanks for the tip.

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