Making holes in Cylinders and Torus in Cinema 4D

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hi guys this is Mike in this cinema4d tutorial I'm going to show you how to make holes within a torus or a cylinder without causing any deformation in order to make a hole within a cylinder or Taurus we're gonna have to learn a technique in order to make the result look correct so in order to do that I'm gonna demonstrate by going to K L on the keyboard to bring up our knife tool our loop cut and I'm going to put a cut here and here and let me zoom in I'm going to go to polygon mode and I'm gonna select these polygons here I'm going to extrude inwards by command clicking on the z-axis and you can see the result that we have here with this hole within our cylinder so I'm gonna go to subdivision surface drag this underneath and I'm gonna go back to model mode and I'm gonna turn off our lines just so we can see this result and you can see how this smooths over our edges so let's go back to our line mode and I'm gonna have to put in some sharpening cuts in order to sharp up these edges when we have subdivision surface on so I'm going to go back to KL and I'm gonna have to put one on either side of our opening so let me zoom in so you can see so if I put a cut here here here and here let's put one on this side as well over here and let's put one on either side of our bottom now we're also gonna have to put one here and here let's turn on our subdivision surface and you can see our opening that we have let me pull back out a little bit and what I want to do is I want to go to model mode and if we turn off our lines and I'm going to select off of our our object look at the deformation that we have on our object now we have our subdivision surface on even if we turn it up in our editor we go to three and we can see these deformation lines and it looks very ugly the reason why is if we go to our turnoff our subdivision surface I'm going to go back to our our edges we need to have the exact a number of lines that are spaced perfectly correct in our horizontal mode or horizontal lines now it's okay if we have these vertical lines in depending on our orientation of our cylinder but it's these lines that go across depending on how we set up our lines when we first set up our parametric object and how these lines go across our object so if we have lines that aren't perfectly exact a separation between each other we're gonna have those deformations there's no way to get around that so in order to learn this we have to learn a technique that'll allow us to add in holes within a cylinder this also works well on a torus as well so I have a plane here to demonstrate a technique in order to make a hole within our cylinder I'm gonna try using this plane and show you an example of this so if I want to make say a detail with on this plane so what I will do is I would select the polygons that I want to extrude or inner extrude and then it would select the polygons looped around it I would go to inner extrude pull inward to get to the width that I would like and then what I can do is I can put in a loop around this object so if I go to KL and you can see we have this loop here let's get pretty close to the same width or thickness as our other line here so let's go to our polygon mode and we have these polygons selected I can command click and drag upwards or inwards depending on what we want to do so we're going to make a hole so let's go inwards command click again and then command click again so now when I go to subdivision surface and I drag our plane underneath the subdivision surface you can see we have this nice cut and this nice edge that goes around our object and this can demonstrate better if I go to model mode I'm going to turn off the lines for a moment you can see how this looks we have this nice edge that goes around our object now this same technique works just as well within a cylinder or say a torus so let me use the same technique on this cylinder so I'm going to go to my KL and go to my loop cut tool I'm gonna make a cut and I'm gonna make a cut here let's zoom in go to polygon mode my live selection tool and I'm gonna select these polygons here now I know that I'm gonna have to use the same technique of having to have a loop so what I'm gonna do is I'm gonna go to KL again make another cut here and another cut here and so I'm gonna select these polygons that are right on the outside of our detail that we want to cut in so I'm going to go to inter extrude or extrude enter and I'm going to pull in just as we did before now we might be a little bit off here and we can make some adjustments as we go but the technique is still the same and so now I want to put in another cut just like we did on the plane we're gonna put a loop cut here and now with our object still selected in polygon mode I'm going to command click and drag pull in and get pretty close to what we had with our loop cut and pull that back in again as well and we can go one more time if we're going to be having this inset here so I'll go to my subdivision surface drag in my cylinder and let's go to our model mode take off our lines and you can see that we have if I pull out a little bit you can see that we have now this inset we have this hole and we can delete this part here in the back if you need to but the idea is still the same we have an object that has an inset a detail and you can see within our viewport that we don't have any deformations that we had before now keep in mind this does not only work with just an inset or a hole you can also extrude the same technique that I used you can extrude out and make some more details that way and it won't affect the cylinder around it so let me go to my lines and I'll turn off the subdivision surface and you can understand how this works you have this angle here that comes in and down now we still within quads we haven't made any triangles so we stay within quads and we have this edge and you can see if I go to polygon mode and I'll go to my UL and my loop you can see how this loop is a continuous continuously around our hole and you can do that all the way here too so anything within this this line this loop that we have here we can do whatever we want just long as we don't put any cuts that go vertically just as I showed you with the cylinder so it won't make any deformations within our cylinder but we can still put in some details within this this this hole that we made in this final example I'm going to use a torus so you can see here I have the torus and I have a disk and this will help me make a circular opening for our our little hole now we'll just use this as a reference so what I'm going to do is I'm going to hide our disk and with our tour selected select these quads here now you'll notice with this torus I made sure that these segments are about as squares as I possibly can now I'm going to use the same technique I'm going to go to extrude enter extrude inwards command click and drag within this axis and I'm gonna do that one more time and as well as extrude inner for this inner part just so we have an edge cut for when we do a subdivision surface ok great so now let's go to our disk and we can increase the size a little bit excuse me let's make sure I'm on the disk and I'll increase the outer radius a little bit and this might help you when you add when you make some adjustments so let's go back to our tours point mode live selection and let's rotate around so we can grab these points here shift and let's grab these points as well T and what I'm going to do is in this axis I'm going to pull this up a little bit say about here and I'm going to grab the points over here on the side and over here T and on this axis bring this out a little bit more let's go to our subdivision surface grab our tours put that underneath our subdivision surface let's give it a render see how how we look okay we're looking pretty good I just want to make some fine tuning ins you can also see some faceting here that's really just because I'm rendering within the editor we can bring this up a little bit in the editor and make a render you can see we can get rid of that faceting a little bit so let's turn off our subdivision surface go back to our torus and let's make some finer adjustments here go to a live selection select these points and let's grab these here at the bottom you could also use a set selection if you need to go back to these selections so I'm going to bring this up a little bit now you're going to notice something as you do this and you curve you move over to the sides you can see this curve kind of gets a little deformed so what we can do then do is go to our directional tool and then just pull this back a little bit just kind of eyeball this so we have a more natural curve and if I do a render you can see that a little bit over onto the side of the shadow it's a little bit better let's make sure our subdivision surface is on and you can see that deformation you don't see that deformation now now that I move that those points back so we're looking pretty good we can do a little bit more adjustments to make this make sure that our points are a little bit better in terms of our circular shape because right now it's still a little bit square so it's really just kind of going back and forth a little bit and making some finer adjustments so let's go to our life selection grab these points here and here and then make this a little bit more of a circular shape go to our subdivision surface do a render and you can see now we have this nice smooth opening for say for an example a screw hole and this is just an example for tourists of course you can do the same effect as I demonstrated with a cylinder as well so now we don't have to worry about making edge cuts that would deform our sphere or excuse me our tourists or our cylinder I put a link in the description to download project files you can also go to astronomic 3d comm to download project files from this tutorial and all the tutorials that I've made so far thanks for watching
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Channel: Michael Balchaitis
Views: 17,618
Rating: undefined out of 5
Keywords: Tutorial, Cinema 4d, cylinders, holes, Modeling, C4D, torus
Id: iEDf9UkgDr0
Channel Id: undefined
Length: 15min 2sec (902 seconds)
Published: Sat Apr 07 2018
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