Hi Mike, great video as always. My question is, do those tiny little extrudes like at time code 16 53 along the edge of a larger extrude that dig into the mesh a tiny bit effect the UV? Great place to put a seam but are you going to get any yuck stretching because of them? Speaking of UVs, any problems with a disconnected mesh. I automap in Coat as much as I can and disconnected pieces make 3D Coat autotopo angry.
Hi Mike, jusy discovered you, you have excellent inflection on your voice! Thank you for explaining / helping some model issues ive been having. Subbed up! 👊🐇🐇happy Easter !
there will be some who deem this sort of technique irrelevant after the release of r20 and open vdb modelling. but this is still the cleanest way to be modelling machinery. economy and even-distribution of polygons is what separates the pros from the instagram fartists.
LMAO fartists ahhahahaaha. Cant think of a better way to describe them. I cringe when i see bad topolgy or lack of any. Modeling is not only shapes but topology also. As you said thats the difference between a good modeler and a IG fartist
I love this tutorial! thank you so much Michael, you are very good in explaining everything, but one thing if someone can help me, when when add the details by extruding in and out to make that curve inside in two side ( the object is disconnected ) so we will have an empty space between , how do we do to fill that space ? I am a beginner so I don't really know how to proceed, can someone help me please ? thank you so much
I'm trying te model an object for 3D-printing. You're tutorial brought me a long way into the basics of using split and disconnect to create an awesome looking model. The only thing that seems to become a problem when disconnecting parts of an object in C4D is the gap that will exist afterwards. Disconnecting and lifting parts of an object make it look awesome but in reality there's just a gap. How to overcome this?
I am wondering the same thing! I finished this tutorial (which was amazing by the way), but couldn't help but notice during that last disconnect at 24:45, I was left with major gap after some extrusions. It would be nice if there was a way to smooth over that bit and make it appear reconnected.
I don't understand.. there are visible gaps left in the model, how is this acceptable? I can't make a model for a video game if it has empty spaces inside, how can I fix it the best way? Other than that great and very helpful tutorial, thank you very much.
@Michael Balchaitis Your Tutorial really teaches one how to do stuff!! I hope you will do more of them in future!!! I have a question to this one... The result is amazing but let's say, instead the rounded edges everywhere i just want to get really hard-surface edges ones i rendered... How would i do that? Because currently it seems all edges are beveled. Thank you so much for your help!
You can use the Weight Subdivision Surface. Select the Edge/Point/Polygon you want to have the hard edge. Then type m~r for keyboard shortcut or go Mesh menu/Transform Tools/ Weight Subdivision surface. Then, with the tool selected, drag left to right in the viewport to make a hard edge.
Hey, this is all very simple geometry, but I'm trying to find out how to make one object look "melted" into the other, but whatever I try the connection looks janky.
Thanks for your tutorials! Why don't you ever use edge weighting when you're doing subdivision surface stuff? I find myself using it a lot to get different smoothness on edge transitions, I'm just wondering if there's any drawback to that I'm missing.
I am using the Model Layout. If you go to the top Right of your screen you will see a drop down menu. Choose Model or Modeling depending on your version of Cinema 4D. That will put a horizontal menu at the bottom. You could make your own layout too. You can take a look at my tutorial and I show how to do that: ruclips.net/video/Mew_GOWbntc/видео.html
Hi, Michael, I am facing a problem when I add the selected area into subdivision all the selected polygon become round can you help me? I just wanted to know what I did wrong!
Select the polygons that you disconnected. To do that select your move tool and double click on the disconnected polygon. This will select all the disconnected polygons. Then go to Select Menu and Choose Outline Selection. Go to Edge Mode. Then Choose Loop selection tool. Make sure Select Boundary Loop is checked. Hold Down Shift and Select the other lines.
You do great work, Michael. So thankful we have people out there like you who value good education and spend time creating it.
Thank you so much, Scott! I will make sure to do more videos.
Absolutely amazing, please make more like this. Astronomically helpful.
wow first 6 minutes and thts some thing new for me
Professional and unique tutorial... thanks, bro
You're welcome. Thank you so much!
Thanks, this helped clear up a specific problem I was trying to solve.
You are very welcome. I'm glad it helps.
WHAT ABOUT GAPS????? Michael?
Hi Mike, great video as always. My question is, do those tiny little extrudes like at time code 16 53 along the edge of a larger extrude that dig into the mesh a tiny bit effect the UV? Great place to put a seam but are you going to get any yuck stretching because of them? Speaking of UVs, any problems with a disconnected mesh. I automap in Coat as much as I can and disconnected pieces make 3D Coat autotopo angry.
Hi Mike, jusy discovered you, you have excellent inflection on your voice! Thank you for explaining / helping some model issues ive been having. Subbed up! 👊🐇🐇happy Easter !
Thank you so much! I appreciate it!
Good pacing and easy to follow. Thanks.
Thank you so much, Timothy!
there will be some who deem this sort of technique irrelevant after the release of r20 and open vdb modelling. but this is still the cleanest way to be modelling machinery. economy and even-distribution of polygons is what separates the pros from the instagram fartists.
That's true. As a modeler I am very excited to use VBD Modeling in Cinema 4D. I think it's a great addition.
LMAO fartists ahhahahaaha. Cant think of a better way to describe them. I cringe when i see bad topolgy or lack of any. Modeling is not only shapes but topology also. As you said thats the difference between a good modeler and a IG fartist
I love this tutorial! thank you so much Michael, you are very good in explaining everything, but one thing if someone can help me, when when add the details by extruding in and out to make that curve inside in two side ( the object is disconnected ) so we will have an empty space between , how do we do to fill that space ? I am a beginner so I don't really know how to proceed, can someone help me please ? thank you so much
Great tut - I can always do with more on sub-d modelling tips!
Thank you! I will make sure I make more Sub-d tutorials.
Thanks... i learned a lot.
I'm trying te model an object for 3D-printing.
You're tutorial brought me a long way into the basics of using split and disconnect to create an awesome looking model. The only thing that seems to become a problem when disconnecting parts of an object in C4D is the gap that will exist afterwards. Disconnecting and lifting parts of an object make it look awesome but in reality there's just a gap. How to overcome this?
I am wondering the same thing! I finished this tutorial (which was amazing by the way), but couldn't help but notice during that last disconnect at 24:45, I was left with major gap after some extrusions. It would be nice if there was a way to smooth over that bit and make it appear reconnected.
There is alot of open surfaces on this model tutorial. What would you suggest on doing with these gaps after?
Great job!
Thanx for the good tutorial. This helped me a lot.
You're welcome!
I don't understand.. there are visible gaps left in the model, how is this acceptable? I can't make a model for a video game if it has empty spaces inside, how can I fix it the best way?
Other than that great and very helpful tutorial, thank you very much.
@Michael Balchaitis Your Tutorial really teaches one how to do stuff!! I hope you will do more of them in future!!! I have a question to this one... The result is amazing but let's say, instead the rounded edges everywhere i just want to get really hard-surface edges ones i rendered... How would i do that? Because currently it seems all edges are beveled. Thank you so much for your help!
You can use the Weight Subdivision Surface. Select the Edge/Point/Polygon you want to have the hard edge. Then type m~r for keyboard shortcut or go Mesh menu/Transform Tools/ Weight Subdivision surface. Then, with the tool selected, drag left to right in the viewport to make a hard edge.
Great tut and Thank you
Enjoy your video. learned a lot from you. Thank you.
You're Welcome! Thank you for watching!
Hey, this is all very simple geometry, but I'm trying to find out how to make one object look "melted" into the other, but whatever I try the connection looks janky.
Thank you, Great tutorial.
Thank you so much!
Thanks for your tutorials! Why don't you ever use edge weighting when you're doing subdivision surface stuff? I find myself using it a lot to get different smoothness on edge transitions, I'm just wondering if there's any drawback to that I'm missing.
Michael thanks bro
very nice! Now I following you and like this. Keep going.
16:38 I might misunderstand this because the subd is on, but did you just create an open hole on the object to create sharpness?
Same here, took way too much time trying to figure this out.
Fantástic.
how did he get that horizontal menu in the bottom near that maxon logo?
I am using the Model Layout. If you go to the top Right of your screen you will see a drop down menu. Choose Model or Modeling depending on your version of Cinema 4D. That will put a horizontal menu at the bottom. You could make your own layout too.
You can take a look at my tutorial and I show how to do that: ruclips.net/video/Mew_GOWbntc/видео.html
You well?
-Thanks for asking. Still Well :)
Great Tutorials. Especially because you don't just show how to make it. you also explain why! Thanks!
Hi, Michael, I am facing a problem when I add the selected area into subdivision all the selected polygon become round can you help me? I just wanted to know what I did wrong!
You should not disconnect the polygon surface, then o press the ALT (win) or Opt (mac) and select the subdivision
At @5:00 I can't get both lines to show up? Just one at a time?
Select the polygons that you disconnected. To do that select your move tool and double click on the disconnected polygon. This will select all the disconnected polygons. Then go to Select Menu and Choose Outline Selection. Go to Edge Mode. Then Choose Loop selection tool. Make sure Select Boundary Loop is checked. Hold Down Shift and Select the other lines.
When i split a part of the object that's inside of a subdivision surface it looses the subdivision surface effect...
thank you!!!
You are so welcome!
i made it to extrduing the legs of the tank, and it wouldnt extrude it just pulled the split down, the command + L did nothing plus im on pc
❤️❤️❤️❤️❤️
My disconnect is not working, it does disconnect but it doesn't do it like how yours is on your video!
I will take a look at that today. Sorry about that.
and what if you wanna sharp edges and no donuts like there?
I would use the loop cut tool to create the edge that you would like. You can also use bevel with 1 subdivision.
what's a NORMAL SCALE
Not working in R20 (((
Thanks for letting me know. Give me a bit and I will make an update video using R20. Thanks for your patience.
@@MichaelBalchaitis Im sorry!! its working, but only extrude??
7:28 selection shortcut dude ?
U and then L
Your voice is very similar to Lex Fridman.
i wonder if he was a Pc user
12 people got frustrated and gave up
This people who gives a thumb down on this video probably gives a thumbs up on Kardashian for President or some other stupidity. Thanks Michael ....
Ha. Thank you so much! Welcome!
Que agresividad. jajajaja
i'll admit, you lose me on the first half.
gimme a break, make your mistakes off camera.
I am sorry about that. I will try better on future videos.