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Activity Forums Maxon Cinema 4D Shrinkwrapping primitives to model?

  • Shrinkwrapping primitives to model?

    Posted by Thomas Pascavage on June 16, 2012 at 3:49 pm

    theres a video i saw of a guy filling a mesh with particles, but i couldnt help to notice how he made his person. im wondering if this is possible in c4d, because i cant seem to figure it out. it looks as if he took primitives, converted them to polygons, then further into splines, then shrinkwrapped it into a mesh(loft nurbs?) he created his thing in maya tho so thats why im not sure its possible. heres the video tho so see what im talking about

    https://www.youtube.com/watch?v=URm9EMrhWF8&feature=related

    Thomas

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    Adam Trachtenberg replied 13 years, 10 months ago 2 Members · 5 Replies
  • 5 Replies
  • Adam Trachtenberg

    June 17, 2012 at 2:54 am

    I’m not a maya user so I’m not sure what the purpose of the spheres is, but I don’t think they’re being used for modeling. The mesh topology is too clean to have been generated procedurally.

  • Thomas Pascavage

    June 17, 2012 at 4:24 am

    but is tht possible somehow? it seemed quite ingenious to create something out of primitives then wrap it up in a mesh, then delete the primitives leaving only the mesh in the form it was in when the primitives were still there

  • Adam Trachtenberg

    June 17, 2012 at 3:09 pm

    You can do something of the sort with Cinema’s metaballs, but you don’t have much control and it leaves a dense, triangulated mesh. ZBrush, on the other hand, has a sophisticated “ZSphere” system that can serve as the basis for a final mesh (though it still requires much work to get good topology).

  • Thomas Pascavage

    June 18, 2012 at 5:30 pm

    once again, its adam to the rescue^_^ metaball did exactly what i was looking for. youre right about the triangulated mesh, but isnt there a way to fix that? i thought i saw sumthin about cleaning up mesh but i dnt remember exactly what it was

  • Adam Trachtenberg

    June 19, 2012 at 3:12 am

    You can try the untriangulate tool or polygon reduction, but neither is likely to produce very good results. What you can do, if you really need a high quality mesh, is turn on polygon snapping and use the create polygon tool to build a clean mesh on top of the metaball mesh.

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