Boolean to SubD ready models | Cinema 4D Modeling Tutorial

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hello everyone welcome in this tutorial I will show you all the Commerce Boolean objects into subdivision surface trading models in this first part which will be on YouTube I will model this Parts only you can find the remaining parts on patreon but in this part I will show you everything you need to know about converting Boolean objects into subdivision surface radio models so I hope you will learn something new and enjoy the tutorial so let's get started all right let's first import image plane go to the front view shift 10v back and select the image then I will add my first object and it's gonna be a cube I'm gonna make it editable and going to points mods I will hit 0 on the keyboard to get rectangle selection I'm going to select these and smooth these down this object is basically consists of three layers or three parts we can say three boxes everything is looking clear I will go into model mods and scale the Z only this should be enough I will go into Edge mods I will select rig selection u n b or you can get it from here link selection I will select this right click select bevel and I'm going to Bevel this out with let's say two subdivisions I will go to the front view and Beverly is like that I will go into points mode and move this down just a bit all right not bad now I will going to model mods hold down control and drag this object off it's going to duplicate it this one is supposed to be slightly smaller than the first one so I'm going to scale this in just a bit then I'm gonna graph these top points and move this down oh sorry I should not move this down I need to duplicate this one altar control drag this off actually I don't need this one yes I'm gonna put this one right over here and I'm gonna scale it on the Z the reason for this I will show you in a second Also let's hide the first Cube for the moments and get this one hold down alt and add a bull and put the second Cube under that so the reason that I scaled the object on the Zionist so that it covers the whole object if it's large smaller than the first one you are going to get this then I'm gonna hit NMB on the keyboard to see the wire frames I will go back to the bull click on this one so that's when I make the bulletable it's gonna give me a single object I will select these two edges grab back the bevel tool and I will apply the same bevel settings I have just applied on the old ridges apply so that we are going to get a uniformal shape unhide this one and we are gonna have the last one let's add another cubine make it editable I think I will need some more space on the sides okay let's go into model mode right pull this out actually let me hide this one select object going to polygon mode to select this polygon and move it over here I believe the thickness should be larger than what we had to be sure I'm gonna add a cylinder in put it over here then I will scale it up move that down so as long as this fits I think we can if that polygon over here then I'm going to unhide this new Cube and oh it's somewhere around here make it editable going to Edge mods ring selection select these edges this time I believe we are gonna need something different for the bevels let's apply and see what we are going to get yes as you can see the radius is not what you want so I'm gonna make it slightly larger all right not bad it's gonna work maybe just a little bit scaling in so that I can fit these little cubes in all right now it's time to merge these I'm gonna turn this off for the moments and actually let's turn this off as well I'm gonna select the first scoop Cube hold down alt select pull and put the second one in over here first thing first it's gonna try to subtract it but we want Union so that if you look at over here inside if I turn this on and off you are going to see the effect we are getting it basically deletes the polygons inside and this is really important especially in subdivision service workflow then I will put another bull over this yeah and this time I will put this one in again it's gonna try to separate it but you want Union again check the inside is very important it should be very clean okay everything is looking clear I'm going to select this bot and enable create single object and make the first one editable hit C and that's all now let's add in order details such as these little cubes so let's add this one in scale it and put it over here and some are like here make it will end move that edge down right now the x is set to axis but I'm going to change the world so the axis will be parallel to my road axis as you can see move this down just a bit and I'm gonna bevel this to make it softer render something like we have in the image plane now I will go into model nodes altar control drag video off rotate its 90 degrees alt and shift one more time and it should be over here I believe this is supposed to be smaller actually you know what I will go back to this one and bevel these out so it's a lower subdivision lower is always better yeah something like that then I will probably need a new Cube because these are slightly different it looks like that cube is supposed to be somewhere around here that means that we need to select that object and move these points on the X yeah that is looking all right we don't have to follow the image plane all the time button control note is down then I'm gonna select this Bots hold down control again drag this off over here okay I will select these five of them group them alt NG select the rule again alternate edible I'm gonna enable create single object and it's change its type to Union and put this in that's all check the insights yeah everything's looking clear which means that you can make it a little perfect now I want to add these holes in we have one two three four five six of them first I will add cylinder change its orientation to class C move it over here skilled scale it down just because we are using booleans it doesn't mean that we can't put in whatever we want I am talking about rotation segments we need to wash these out by that I mean you should always have a connection between the shapes we have for example if I set is set this to high like 16 it's not going to be possible to connect this later so we should select something like eight then I'm gonna rotate it slightly so that I can connect that point to that one and that one to that one and that one to that one then I will hit W on my keyboard which will change to objects access to Worlds then I can alter control and smooth this over here perfect again we get we get a perfect match select this ball Photon control sorry not that one the control move this down okay by the way I will select this one again and I'm gonna need to move this down okay again select this uh sorry I have two more of these hold down control move this one over here scale it down and another one this one is supposed to be larger and they should be inside of the objects now select them all six of them same stuff alt NG group them select the bull add put it under a bull so change its type to Union create single object and fit this in nothing happens because I made a mistake this time I should use subtraction perfect this is exactly what we want maybe let me see I can move these out slightly I'm gonna make the blue editable hit C then let's see what we have yes the first cylinder we add for the measurements I think I can keep it as it is right now if you check the edges you can see that we can connect that H2 that edge easily that found with that one ends that H to that h but let me make sure I will bring this down rotation segments to see if we can get something better but now 16 is looking great maybe 18 is a better choice yes now they align much better these sides is not that important any other one we have over here Photon control drag this off scale this in and I suppose it's supposed to be somewhere around here move it here again I need to be sure that these edges will align but vertically and horizontally so first thing first I'm gonna rotate my cylinder actually we could have done that on that one as well but I'm going to skip it and focus on this one so as you can see these edges don't match perfectly so let's try to lower this down to let's say 16. it's still not a good choice 15. yes 15 is looking nice sorry 14 is looking okay I'm gonna keep this one then let's see I will grab this one back again hold down control move it over here scale that okay this is looking nice then of course we don't need that much segments I will first write Eights at rotate it a little bit I don't know let's try a uh sorry six okay six is looking nice as you can see again match these digits later easily and I believe we have another one and it is supposed to be somewhere around here actually no my mistake this one is supposed to be over here and this one is supposed to be here and the last one I will filter control this cylinder scale that by the way we don't need any height segments so I'm gonna sit to one select them all and type in one I'm gonna check this one in because you need to actually you know what we don't need to change anything because the service is spread flat so we can't have whatever we want but just in case I'm gonna lower it down to 12. select them all alt Ng put this one into a bowl and put this one also we want Union checked inside okay I am really happy with the shape no problems at all which means that I can enable create single object and make it editable perfect we got our objects now it is time to clean it up to clean it up I always start off with my shaking go over here go to mesh checking enable check mesh and I would go to the edge points and click on that it basically selects all the empty points on an edge then we can delete them this is going to help us to clean the mesh of course it is not enough we need to clean most of these by Hands by hand I mean polygon pencil grab that right click and start to clean up your mesh for example this one this empty point is useless I'm gonna link that point to that one then this one for example let's see this one this one I can connect this point to that one and this one by the way I have just noticed that I skipped that speak circular shape around here so let me add that one in another cylinder change its orientation scale it's up okay this is looking nice no height segments so let's see if we could connect these two objects later for example that point could go over there but I think it's gonna be a really tight place if I do that that points we'll have to go to this one so actually if I grab Google tools I can explain it's better this point will be connected to this one and this one to this one sorry actually this is not a line I'm saying to your plane I will turn this off and this point will be connected to that one maybe something like that uh I I'm not sure about this so just in case I'm gonna bring this up to let's say 22. now it's going to be much easier I can connect these like that this one can go over there these ones like that and another one okay this is looking okay first let's delete that total and it is in pull cylinder subtraction is what we want click on create single object and make it editable I'm gonna go here one more time mesh checking select each points and delete them now I will go back to polygon pencil and I will try to clean up my mesh like here and here then this one I will need a new line over here and New Edge so I'm going to connect these two and again connect these as well the reason that you are getting we are getting this colorful polygons is because of the mesh checking I will turn this off so it's probably bad polygons are not planners turn this off or we can turn them off all continue to clean up you know what let's come over here and let's start to clean up the mesh starting from that polygon it's going to be more organized I'm gonna connect this first these are the most obvious and easiest points then I'm gonna connect that to that one also we should always add these edges this kind of Ages are going to help us to retrain that curve then I at the southern surface so I will try to do that on all of these render parts for example over here and here like this one then here and here let me undo this okay let's go back to this one and I'm gonna connect that point to that one then actually I will need to connect this with this one delete that one if you hold down control and click on an edge with polygon parental it's gonna dissolve it okay let's stick to the front parts this one then again as I told you I will need the supporting edges right on the curves I can link this then this one It's Quickly connected most obvious ones same here I will try to follow the same approach first the easier ones foreign this is kind of a puzzle if you know the rules it is something enjoyable some finds this process a little you know boring pads I really like to play with the polygons okay I think the top uh sorry not top but the front part is looking pretty good for me now let's work on this polygons grab polygon pencil again and let's see we need to connect that empty point to somewhere like that points then I will go up and connect these then connect these points then same thing again I'm gonna connect these points then for the leftovers we need to connect these as well same here connect the point to that one sometimes polygon pen tool may want to create any polygon in such cases I'll adjust it e on the keyboard which gives me the move tool then I usually use I usually create a back polygon pencil so this kind of restarts the a tool then I can connect these one more time same here connect these points then we are looking okay then that Parts if I connect these two points it's going to create two quads I know they are looking kind of triangles but they are angles actually they they have four points I think we are done with here now let's work on that huge angle grab back volume pencil again always once use that point as a spotting Edge as I showed you also you need to watch the sizes of these new polygons they should roughly the same that I can connect this one to this one then this one this one as you can see this is trying to create a new polygon I'm gonna hit e and grab back polygon pencil one more time let's connect it over here then this one to this one then let's see I think I can connect these two points then I could go across and Link that point to that one you can see that this is giving us some problems especially on that hole if I undo that you are going to see that after I added that line between these two points the hole is closed and this is usual income problem so if you are having this kind of problem select the handgun right click handguns and say remove engines then you are going to be okay I can connect this right now and I will keep the shape these three polygons looking great also this part is not that bad I'm gonna at that spot in then we can get rid of that edge also you can this one over here and any other Edge another one this part is getting messy so let's see what we can do the first obvious one that H could go then I can get rid of that one as well and go up instead same here get rid of this one and go up can connect these then this one maybe over here then another one which means that I need to connect this one over here which gives us a triangle let's see how we can get rid of that we are going to probably needs a vertical sorry horizontal line then again get rid of this one and let's see very not bad maybe I can connect these then this one to this one get rid of that H as you can see everything is turning out to be quartz this is exactly what we want these can go over there which means that I need to create any path starting from here actually this is going to be useful for us so that we can connect that to that one and this one to let's say yes we have a weird shape over here but we can create new edges out of that missed parts and create new paths and one more coming up and I can connect this one to this one perfect as you can see every polygon is Watts of course we need to create see the results while the cell division surface is on but for now everything is looking okay for me then over here I need to add these edges polycon pencils trying to create polygons actually you know what I know I don't need to go all the way up I can connect these points like that same here but you don't want to have this kind of edges as you can see it is stretched out which will probably give us a bad surface so I'm gonna move this up also these edges this Edge should be up so that we are gonna have same sized polygons of course they are not perfect but it's not that important also I'm not sure about these yet but for the moments I will try to get rid of these empty points as simple as possible so I will do something like that we are gonna see the results after the South Region surface these ones are easy again this is looking kind of triangle but it is a nice it has four points it should be up okay we are done with that science now it's time to clean that parts same polygon pen tool connect the points I will need vertical edges over there connect these let's see I'm gonna move the point to there because our main targets will be these cylinders you want to retrain their shapes so when you encounter with this kind of situations try to retrain the cylindrical shapes and over here I need to hit these in and let me see if these are connected well yeah everything is again nice you know I can connect it to that one this one to this one this one over there and here we go everything's again perfect so you can see the importance of setting these up properly at the beginning I am talking about the segments of the cylinders if you set down goods you are not going to have any problems later while cleaning the mesh up again do something like that again and this one hmm I think we should go this way I will probably need two ads this warning or we are going to see for the moment I will leave it like that let's see that site okay this part is looking pretty fine again all these like that then again that's vertical h is our gonna need to be connected to somewhere and we have a cylinder over there so let's connect this then um this one I need to put this one in and I believe um I'm not sure but let's try it okay that worked well looks up and notice that whenever I need to move a point I usually use slide tool otherwise if you use polygon pencil you're gonna probably move it out of its own position so you know you are going to break the surface but if you use slide tool it's gonna retrain its shape its position I think I should do something like that or over here I know it is giving us a triangle but for the moment I want to keep it as simple as possible especially on plus surfaces again triangles are not a big deal now let's check these parts most of these will go up this one over here again everything is quads fidelities and continue to these ones okay I think we are looking nearly done except these ones let me connect this quickly you know what I believe equal to use remove and guns tool yes same here if the point counts match you can always use angles remove ingers tool then the only parts that we need to clean is this part which is very Flats which means that I could use insert tool then this is the inside polygons I usually use close polygon Hall tool which great option is enables I know it is not a great result but you have it is up to you or you can keep it as anger then create a polygon control and connect the points by yourself we are going to check that letter let me check my mesh one more time actually we could get a help from Miss checking I'm gonna enable check mesh and we just want each points and isolated points these are going to show up in different colors these are going to be okay because these are cylindrical objects for example that one this is an empty points select them and delete this one is little different I believe you need to merge this one let's see I'm gonna click on them and while the panel is selected all right we cleaned up the mesh but did we do a good job to see it I will put that into a subdivision surface and I will check the wireframes if you hit a and b you are going to see the wireframes of the object let's start from here no problem at all everything is looking pretty good same here no problem no problem very good topology then we have the SE Parts I will mostly use polygon pencil to fix the mesh up hit Q again and I'm gonna move that point as you can see there is these are duplicated I'm gonna merge this one back and it's gonna fix it then it looks like I forgot to connect the points I will right click select remove and gas tool and it is going to fix it immediately go up this part is little tight but it's not gonna have a problem okay also let me delete that and got for the moments and so let's check these it looks like I need to connect that point to that one perfect this one is looking okay then over here you can see that we have these weird wireframe patterns which is not supposed to happen I'm gonna connect these enable the Salvation surface back hit Q at this one okay now it's looking pretty good over here again this point that we have the points and the last one we have two of these perfect for the center disk I believe I could grow my selection until it is completely because I could select this scale this in while holding Ctrl sorry then I'm gonna move this in and add another Extrusion enable solution service one more time check the mesh from different angles to detect any problems I think we passed the tests everything is looking clear now it's time to make it better before proceeding further I think we should fix these parts I'm talking about these little cubes if you enable side of your surface you are going to see some stretching and I'm sure that this is gonna cause some problems so let's fix that first I will make a loop selection in Edge mods select these edges grab select tool altar control add select design then I will go into Point smart graph volume pencil and we can connect these points then I'm gonna put these edges so that I can store this same here perfect let's not forget this H2 hit Q now you're gonna see a much better topology if you compare these two you are going to see the difference always stay away from these kind of stretches now let's fix that quickly connect this one in connects over here because of that sliding these are intersecting so I should get rid of that edge there are connected points I'm gonna connect these over there YouTube to detect any problems and it looks like we have none then over here the same thing I should delete that polyure edge then these new edges hit q and everything is looking clear by the way let me make a loop selection it delete these plugins for the moments now of course we want to add sporting edges there are two ways one is the manual way I am talking about adding sporting edges with Loop Cuts or polygon pencil or maybe we can include the line Cuts as well so basically as we always do you need to add this by yourself to make the edges sharper like here here and here maybe here of course this comes with a cost and it is the time this is gonna take you longer to add these spotting edges but it's going to give you more better and accurate results and are usually use that option use that method to exporting edges to my objects but there is a faster way and today I'm gonna show you that one let me undo this because I don't want to show you the first method you you all you already know that it is very simple you just hit these they just burn yourself but the second method is going to be much faster of course this is gonna count with a cost your topology will not be super clean and I'm gonna show you in a minute first let's solve down shifts let me hit any B to see the wire frames of the object I will hold time shifts and add a bevel deformer I will turn off these for the moments go back to my object go into Edge mode click off to select everything then go to selects and select phone break selection this is going to basically select all the hardages but we need to change our following angle to let's say fourth Maybe if you check the insides of the cylinders these are all also selected but we don't want that so I'm gonna increase that to let's say 50. all right not bad let's check the orders these edges are selected which means that I need to increase that up let's make it 62 okay this is gonna be fine now I'm gonna select all we can hit e on the keyboard which is the move tool I will select these as well to add them to my selection for example these edges as well so these selected edges will be abled basically so try to select the edges you want to build them like here then maybe over here double clicking on these edges may not work so let's do it with Loop selection let's not forget these edges I think we are okay now I will go to selection one more time I'm going to select store selection it's gonna store all of these edges we have just selected I don't know about these let's just delete them we only need this one and I can rename that to bevels now let's go back to the bevel deformer enable that and put that store selection we have just created over here and turn off using lotion so that bevel deformer will only bevel the edges we have just selected I think we are going to need more set like two then I'm gonna change my metering to patch you're gonna see the difference when I change the filtering this is the default one and this is the patch the reason for that I will show you in a minute we are gonna face another problem these little triangles they are all over the place if I enable the southern surface you are going to see it better like over here here and here I am sure we have a bunch of these yes like here but I know a good way to clean this up and it's going to be the connect objects I'm going to model mods hold down alt and select connect object the reason I selected the connect object is because the weld option if I increase that tolerance like two it's gonna start to clean these triangles which is very handy it's going to make our job a lot easier and faster I will enable Saturn's surface to see if we have any problems something is not right over here yes these are not welded so let's increase that up to let's say 2.5 perfect in every cell division surface I think we can clean this manually same here so don't expect 100 accuracy when using deformers ads generators okay I think I will take that and make the connect object interval if you make it editable it's going to automatically apply the bevel deformer hit C and this is what you are gonna get now I'm going to enable sound division surface to detect any problems and try to clean up my mesh going to points mode grab polygon pen tool and let's see where we should start these are looking okay but this part is not I'm gonna move this one over here then we are gonna have a bunch of air guns now we need to clean these handguns it's going to be really easy I will just connect these first then get rid of this one as well this is gonna grow up over here then I'm gonna connect this one to this one this one will be here then is go over here I can merge these two then same thing again always the same pattern okay connect this one to this one this one over here this is going to go down or here okay if you hit Q you are we are gonna get a much cleaner result let's check the other parts yeah these leftovers let's clean these up it's gonna be easy just merge there with polygon pencil we have the same pattern over here again one more time and I will basically do the same thing this one over here um it is trying to create a polygon I'm going to reset it and maybe we can start from here still the same maybe this is the reason that point yeah that fixed that Q perfect we have some triangles but you can never mind them Southern surface will fix that for us they are subdivision surface fill convert them into quads as you can see so let's go to the phone tag and turn off edge Rex I am not sure about here let's try to make it better foreign ERS are looking nice we should connect this down over here let's see what we can do I can add this one in actually no we don't need to add that one in I can get rid of that edge that's maybe I can put this one over here now first thing let's add that edge then yeah I can delete that h I know we have a big anger but I don't think it's gonna create any problems then over here same thing again I should create any pads these are just will basically help us to loosen each app it's gonna lower the tension and here let's see foreign slide that down this is gonna also help us to lower the tension I think that triangle might be a problem okay much better um and here let's delete this and connect this one over there still not good okay it looks like I need to get rid of these edges I'm gonna stop right over here maybe here yeah now it's looking much better I believe over here we are gonna need to add some more sporting edges for example this one yes much better same here oops selection and slide this out and let me see if I can do something like that I will slide these points in which will give us these quads as you see now 40 has just crashed so I had to rebuild these spotting edges so my topology might look a little different let's try to relax over here and then let's do something different on these holes yeah I should scale this in I'm gonna do that with shift key on the keyboard let's scale them [Music] um 90 persons then I'm gonna hit the supporting areas perfect so the reason that I use shift tool by scaling these down so that's I can apply the same amounts on the others 90 percent and sporting images correct then I will make another loop selection then I'm gonna hold down Ctrl and select these in because these points may look weird when you enable salvation surface as you can see so I'm going to make a small Extrusion then of course this is going to make this it just too sharp to soften it up I'm gonna slide this like that perfect if you are obsessed with the quads you can use close polygon also for example I can make and it sets then delete then because polygon hold tool select create option for the polygon type and just click on it's that easy then let's see it looks like these are supposed to be lower like that's down I can make any sets move that up maybe another one then delete supporting edges perfect I am really happy with the results uh as I told you I usually try to add my spotting edges by hands I mean by adding manually be it slip cuts and political pencil but if you have a limited time you can always use bevel deformer hit connect object also I believe I forgot to mention why I used patch mode for the bevel deformer right here for military so basically if you select patch mods the bevel deformer will work better with the connect object this is basically it's connect object is gonna make a better job while welding the points if you select if you change your metering to patch of course you can experiment the other ones
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Channel: polygonpen
Views: 44,996
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Keywords: modeling, 3d, cinema 4d, maya, blender, 3ds max, zbrush, procedural, hardsurface, organic tutorial, lesson, grid, curved surface, surface modifier, advanced, tutorial, vfx, pivot, axis, basic, production, industrial design, product, industrial product, render, coffee, cup, beginner, easy, glass, cloner objecy, normal scale, normal move, boolean, boole
Id: H9vIAE6Gy5Q
Channel Id: undefined
Length: 65min 46sec (3946 seconds)
Published: Mon Oct 03 2022
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