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Activity Forums Maxon Cinema 4D Subdivision surface or Bevel / Large files

  • Subdivision surface or Bevel / Large files

    Posted by Dan Börjesson on January 7, 2020 at 10:52 pm

    Hello!

    Starting to get a little frustrated. Have been modulating in cinema on and off for a long period now and thought I did everything right, but I’m probably totally wrong. Learned myself trough YouTube and a lot from different forums. Trying to create a simpler synthesizer with a few buttons and controls. Mixing regular modulating whit bevel the edges manually and where I create some buttons with subdivision surface.

    And now, when I’m almost done and I export it to keyshot (obj-file) it either goes slow (the file is to big) or it looks messed up in keyshot.

    From my insights and theories I have following questions:
    – Do I have too much polygons? How to prevent that and make it still look smooth.
    – Do I export the file wrong to keyshot?
    – Am I doing the modeling wrong?

    All help is appreciated

    / S





    Justin Thomson replied 6 years, 4 months ago 3 Members · 4 Replies
  • 4 Replies
  • Sam Treadway

    January 8, 2020 at 2:30 am

    Do yourself a huge favor and skip over YouTube. There are some good tutorials to be found there and other places but it’s mixed in with a lot of waste.

    When you are keeping everything within a single application then a workflow that is most efficient for that particular application is great but it is always best to be cognizant of edge flow and taking the extra time to model it right if you plan on exporting to another package.

    What I see outside of those beveled circle indents are massive ngons. Any subdivision applied to the model afterward will cause pinching and overlap because of the concave shape.

    Try one of these “Making it Look Great” courses:
    https://motionworks.net/?s=making+it+look+great

    MILG 10 or 11 will give you good guidance for hard surface modeling with proper edge flow and demonstrate techniques to get around tricky situations like the one you have in your model.

  • Dan Börjesson

    January 8, 2020 at 9:12 am

    Thanks Sam for good reply!!

    Very good tips on the tutorial page, unfortunately I’m a student with low budget so don’t have the money for all of them (10 & 11), but did watch the free ones which gave me some good insights.

    To get on with my problem now, do you suggest to separate all modeling to either subdivision surface or bevel everything manually, where I need to remove all n-gons? I just have a feeling if I put everything in a subdivision it creates a lot of polygons, which is also a big issue.

    Thanks again!
    /S

  • Sam Treadway

    January 8, 2020 at 6:09 pm

    The sub-d object in C4D has a viewport subdivision level and a separate render subdivision level. If you are worried about performance then create the object first without any children and set the viewport level to 0 or 1. 0 has no effect on the model in the viewport of course. At level 1 it should still be manageable and you should have enough information about how the edges are effecting the subdivided version. When it comes time to export, then turn off the dub-d object and export the model without any subdivision. In the other package (if possible) do the same as before with subdivision levels to keep it non-destructive and allow for toggling on/off.

    I’d avoid ngons altogether because it is just bad practice and won’t work in a larger collaborative environment.

    I’d still find a way to pay for the good courses instead of just going after the free crums.

    Is there a particular reason you wish to export the model for use in Keyshot? A feature that is only available in that app?

  • Justin Thomson

    January 8, 2020 at 8:15 pm

    That is a lot of polys, are you sure they are all necessary? Will there be close up render>?

    When you get to the top, don’t forget to send the elevator down for the next guy

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