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View Full Version : Have I missed some feature in C4D ?


mister_r
06-13-2003, 10:17 AM
i've encountered this problem several times before but i've always ignored it...now it's beginning to bug me ;)
some of you may know the spider tutorial : spider (http://www.m1k3.com/cgremote/spiderprogress/)

from time to time the polygon count is doubled to get some more modeling freedom, but see the difference :

http://home.arcor.de/blubbmaster/c4d/10comparemark.jpg
http://home.arcor.de/blubbmaster/c4d/13comparemark.jpg

i almost /)$=?)&? to figure out how this works...all polygons are in a perfectly round and symmetric order
i've put in my results when doubling the polygon count :annoyed:
(compare step 7 to 10 and 12 to 13 clicking on the tutorial link)
so if anyone's there to help me :beer: it would be :buttrock:
:D

LucentDreams
06-13-2003, 10:34 AM
when using the subdivision option, there is a hypernurbs checkbox option, thats all thats different is he activates that, so its like doing a permanet hypernurbs subdivide on an object.

LucentDreams
06-13-2003, 10:35 AM
BTW this is not to be confused with the hypernurbs object, they are seperate things that perform the same function, one is non destructive as it can be turned on and off.

squidinc
06-13-2003, 10:36 AM
have you ticked the box that says hypernurb subdivide?
its on that little box that appears when you want to apply the subdivide

squidinc
06-13-2003, 10:36 AM
Originally posted by Kaiskai
when using the subdivision option, there is a hypernurbs checkbox option, thats all thats different is he activates that, so its like doing a permanet hypernurbs subdivide on an object.

hehe, Kai, fastest poster in the west :D

LucentDreams
06-13-2003, 10:40 AM
meh I"m just working less then you I guess :)

mister_r
06-13-2003, 10:44 AM
actually i don't get what you're trying to tell me :surprised

Creature
06-13-2003, 11:07 AM
When you are "doubling the polycount" - you subdivide your mesh using Structure->Subdive, right? In the dialog there is an option called "Hyper-NURBS subdivision". Activate that and you should be fine.

pit
06-13-2003, 11:09 AM
Sorry if this comes across harsh, but it canīt be explained any clearer than that! RTM then.......

mister_r
06-13-2003, 11:22 AM
i hope you don't assume that i have no manual :shame:
now i got it...i was always searching for some option of the hypernurbs object itself and didn't get that the function itself got this checkbox...i was rather confused why there should be a box popping up when clicking the hypernurbs object but now i got it.
thx you really helped me out :beer:

LucentDreams
06-13-2003, 11:23 AM
the use of the word subdivide, and my second post about not confusing this with the hypernurb object should have been fairly clear

I"m still curious as to how you uhm "doubled" the mesh without subdividing it? I don't see how else this can be done myself. and if you use hypernurbs you should see the desired result just not editable, and perhaps a little too smooth since its usually at a setting of 2 instead of 1.

No one suggested you have no manual, the suggestion was more aimed towards looking in it. I under\stand it often difficult when one doesn't know what the term for what they are looking for that its hard to look in the index, but thats why they are organised into sections, if you know something is modeling related, then you should know where in the manual to look, and then just flip and brose through the pages of that specific section.

Creature
06-13-2003, 11:37 AM
BTW - Structure->HyperNURBS subdivide is also great if you want to apply HyperNURBS only partly.
Select the polys you want smoothed, then subdivide them with HyperNURBS subdivision turned on. This way only the selection get smoothed, the rest stays as it is.

mister_r
06-13-2003, 12:27 PM
that's exactly one of the uses i've been looking for...because earlier i destroyed several (okay...2 :)) spaceship meshes the other way :hmm:

JIII
06-14-2003, 04:19 AM
to do the smoothing seperate parts of the mesh well you should select the polys that you want to smooth and then do an inner extrude for the whole area, then sudivide. This will prevent huge areas of your mesh from getting trinized(is that a word?).

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