Modeling A Perfect Hole With Out a "Boole" in C4D

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hello and welcome to my tutorial today we're going to be learning about how to model a perfect hole in any object without using a bool now in this tutorial I'm gonna show my two favorite ways of doing this and each one has its own set of pros and cons but to begin we're gonna start by looking at the old way of doing it or not really the old way but the com most common way which is by just taking a bool and cutting a hole in an object this way so we just have a cylinder so I'm going to turn my Bluff real quick we have basically here just a cube we have a cylinder this thing right here and we have our bool and if I turn my belong we just have this cylinder cutting a hole inside of our cube and if I do the shortcut n plus a we can see that it shades perfectly and it looks great it's fine and if you're just keeping it in this state and this is all you're planning on doing with it you could probably get away with it now the problem is is as soon as you want to try to use a subdivision surface on this because if we do the shortcut n plus B we can see we have horrible topology it's just awful we have triangles everywhere they're in a horrible shape we even have some n-gons I think and if I turn on my subdivision surface it just goes to pot it's just horrible it's not doing a very good job at all so let's talk about how we can model this this by hand and not cheat it let's do this for real so let's go ahead let's close up our subdivision surface click these two dots and hide it and let's start modeling this from scratch so begin let's get an object that we can start modeling let's just keep this simple let's just go ahead and click here and build a cube and now let's go ahead and build ourselves a little bit of a cheat sheet to model our perfect hole and this is gonna be a legit sheet if you have me this will be just something to help us actually do the modeling but the actual product in the end is gonna be a full-fledged proper model so it can help explain what I mean we're just gonna go up here to this pen tool and we are going to grab a inside and we are going to set this inside you have 8 sides and then what we're gonna do is we're gonna rotate it 90 degrees and then what we're gonna do is we're gonna press E and we're gonna move it up to the top of the cube just somewhere here it doesn't have to be perfect just to add about any spot let's middle mouse click and go to a front view so we can just go ahead and pull this up to about here next up let's middle click and go to a top of you and let's set our inside to be a radius of 50 centimeters and now here you go we can see we have like somewhat of a resemblance of a hole here for the top and this is what's gonna be our kind of our cheat sheet our little guide or blueprint if you if that makes kind of sense to help direct our cuts on this cube so all we have to do now is let's select our cube let's press the C key to make it editable and now all we have to do is we're going to do two cuts we're gonna do KL on our keyboard 1 press k + L and this is going to give our loop selection tool or a loop knife tool rather and we're going to hold down left shift and we're gonna constrain our cuts to a perfect middle cut right here and we're going to do another perfect middle cut right here and now what you can see this as done is it's giving us a perfect X right here in the middle of perfect cross or plus sign rather and this gives us a point in the exact center of this some of this inside so what I'm gonna do is I'm gonna go to point mode I'm gonna press spacebar to get my live selection tool make sure only select visible elements is checked off so we can select both points in that cube and now we're going to do the shortcut M + s and we're going to drag to do a bevel now notice what we have here is subdivisions we do not want a subdivision on our bevel let's go ahead set this to 0 and now let's set our offset to 50 now it's the exact same size is our inside now that we've done this we have basically a four-sided polygon in the exact center what we want though is we want an 8 sided polygon we want to create an end gone in the beginning and we will fix it don't worry about that so do that let's just press the shortcut K plus K this will give us our knife tool make sure visible only is checked off so we can get both sides of the cube we're going to get the top and we're gonna get the bottom sorry about the noise in the background but we're just gonna go through it and here at the very top what we're gonna do is we're going to do a cut right here so I'm just going to left click start my cut and I'm gonna work my way all the way up to this far edge right here and I'm just going to click again and I've made my cut now don't worry about being perfect it doesn't have to be perfect press escape to finish that cut sweet do you select that knife tool there so I'm gonna go ahead I'm not gonna make it in the perfect center I'm just gonna go kind of be rough and tough and just do up a little lopsided here we'll do one up here click up there again escape to finish it let's do another cut here doesn't have to be perfect escape to finish click here go to here escape to finish so now what we've done is we've actually created eight points so you put a cut in the center of each one of these sides we have one two three four five six seven and eight so now comes the fun part what we're going to do is we're going to head to our snapping tool right here we're gonna go ahead and we're going to enable snapping then we're going to head back into it and make sure we have vertex snap enable this is very important make sure that it is on them and then what we're gonna do is we're gonna select our cube we're in a press spacebar make sure only select visible elements is checked off select these points grab the green little triangle here so we're only moving on the Z and the x-axis and simply drag this to the points on the end side right here and it's just gonna snap because we enabled our vertex snap so it's actually gonna snap to those points the vertex on our inside and this allows us if we drag each one do have a perfect circle a perfect in GaN shape that's um mathematically correct so this basically allows us to I'm just going to grab each point and make sure it's snapped on correctly so it's the perfect shape and what this means is when we subdivide this it's going to actually have a perfect circle and it's just mathematically kind of how it works but let's before we do that we need to fix some issues up first off we have triangles on every edge here and we have triangles here so it's kind of messy so you might be wondering how are we gonna fix this and it's actually super easy once you know how to do it all you have to do is press K plus K so k twice and we just select this top point here and we go all the way at the bottom and we select this point here we click again and we press escape and now we're fixing it up a little bit and before I forget let's turn off our snapping the shortcut for that is Shift + s and that will turn that off and let's do a cut from here to here so now we did horizontally and vertically presence Cape to close that and we have it we fix all this up now you'll notice we have a bunch of triangles here I actually underneath my filter have it set to show these triangles that are pre generated in the mesh that uh this is kind of off topic but no mesh is actually a true quad there's no four-sided polygons in 3d they're all technically triangles but to make it easier for us to work on in the subdivision surface to use it I'll actually turn two triangles into a quad and that's what we actually see but that's getting off-topic so it's just letting me know that it's having to pre generate a triangle because this quad is um it's actually an inside here it's an inside alerter because basically i dis cuts not perfect but long story short all we have to do is to ctrl + a right click and do optimize and that will clean those up for you now if you're still seeing those that means you're cut so wide apart basically what was happening is I had a cut going from here to here and that was creating that weird and gone shape so you can see without this cut we'd have an M gone we'd have 1 2 3 4 & 5 sides so you you want to optimize to close those points I'm going to undo that so we can have our perfect quads and with that out of the way we have finished our main cut so all we have to do at this point is we're just gonna go to polygon mode go back to our top view press spacebar select those polygons make sure only select visible elements is off and just simply press Delete middle mouse click go back to our perspective view and now we have a hole through our object and all we have to do close this up is go to line mode press V for our bridge tool and simply left-click and drag so we go to a line see it lights up white we left click on it we drag down to what snaps to the bottom one down here and then we are good to go and we just simply keep repeating this process until we've closed off this entire hole right here and it'll take just a few more moments keep going around doesn't have to be perfect just make sure they snap on and there we go we're done so at this point we can throw this whole thing underneath a subdivision surface right here and I'm going to click no it's already subdividing and I'm gonna up it to level 3 of subdivisions so you can see we're actually subdividing very cleanly no issues now it's not holding its shape very well so I want to show you how all you can do that now I want to show you how you can't do it actually first and then I want to show you where you can so this is the pros and cons of this method will call this option one it's just option one and with option one basically we cannot bevel the edges with this and have it come out cleanly right off the bat so if I double click these lines I'm in lion mode and then I hold down shift double click grab these sides and these sides and these sides we cannot do the shortcut M + s and we try and bevel if we bevel this or I'm sorry what am I saying this is the way you can do it for the option 1 you can bevel it so um I was actually a little mixed up you can bevel it this way so we can go ahead and basically you want to select the points that you want to create a distinct edge for so I do want some more hard edges on this corner and we'll just do the shortcut M + s get our bevel tool and drag and set this to whatever size you want something about maybe this big and you're going to get some kind of undefined corners like this so you can set a subdivision level let's say 1 which would give you a little bit more definition it'll still be kind of oddly shapes you have to go up to like a level of 5 usually to get a distinct good beveled corner it depends what you want though go for the look that you want you don't have to do it this way like this is art so definitely direct these bevels and these cuts to look how you would like them for me I actually want them a little softer so I'm gonna Garrett this down to maybe like 2 or 1 or heck maybe even zero now we'll do one we'll just have a little distinct bevel but now you're getting this a very good kind of soft subdivision surface edge and we have a perfect cut inside our object and it's subdivides perfectly all the way down whoops keep that type at Catmull Clark at the top we can take our subdivision and pull it all the way down and it looks fine and we can slowly increase it and keep cleaning it up and what I just love about this is our 8 sided end gone when we start to subdivide will subdivide perfectly to the point where when we're at a level 3 it's a perfect circle really which is pretty cool so at this point we finished with option 1 you now know how to model a you now know how to model a a hole in an object right off the bat with with very little type hot with very little polygons and I want to point out the issues though with this method and the issue with it is we don't have very much control we've beveled it but our bevels lock now we can do different types of bevels on it so I'm gonna undo we can say okay we're not going to double click here holding down left control we're gonna unbel only going to bevel em s these edges here and we'll do say a real tight bubble here I'm gonna press E and get here and here and we'll do MS again and we'll bevel like um super big right here and sorry about that noise in the background and this gives you some flexibility a bit but it's still rather limiting compared to if you would actually put your own cuts and actually alter and change the shape so to kind of explain what I'm talking about what you could do is you like KL and do cuts here so we can do an actual cut in the center and it works great here we can do a cut here make a defining edge and we can do a cut here and we can actually control this on both sides so I could do another cut say here real loose and do a cut real here real tight and I can actually move this cut maybe pull it in a little bit more and you can have a lot of control and you can go as far as to go to point mode grab each individual point and pull it back so I can have a real tight cut here than a real loose one there and it's really powerful the problem is though that this particular typology setup we have we cannot do very good cuts here on the edge and in fact I can't do a loop cut at all so the only way I could do a cut like this is do k + J which gives me a plane cut and you set your plane you want so set your mode to cut all set your plane mode to local and such your plane to X Y and we could do a cut here and I'll do a cut there and then we could set this to X or Y Z rather and we can do another cut from this direction and the big issue with this is look at look at the mess we get it's just not a very clean way of doing it so let's go ahead and undo those cuts and I'm gonna show you guys another way we can set up a hole that we're cutting here to get this going much eita nicer for someone undo those cuts we did and let's just go ahead and select our cube go back to line mode press e for move double-click these lines double click these lines these edges here and get these edges here here here and here so now we have all four edges selected and we want to get our base so double click here and we're just going to do M plus s and do a regular bevel let's just leave this one here is the default is our option 1 and the best way to do it is by beveling now let's move on to option 2 let's go ahead and hide this let's make a new cube and this time notice our inside is already in position so this is great for us let's just go ahead press middle mouse go to the top view press C on our cube and now let's do the shortcut K + L to get our loop selection and now let's do some cuts the cuts we want to do for this one instead of just doing um instead of just doing two cuts we just did one here and here and we beveled that metal piece we're not going to actually do any beveling on this one this is all going to be by hand so this is a pretty cool way of doing it we're going to make a cut here for this point we're gonna do it right about here it doesn't have to be perfect just within that area we're gonna do another cut here on this side and then we're gonna do a cut here for the bottom of our end gone I'm going to do a cut here for the top now what we just have to do is we need to do a cut down the middle of our N gone vertically or this would be vertically and we're gonna hold down left shift so we can constraint it perfectly in the middle this part is important here and we're gonna do a hold down left shift again to do another perfect cut here horizontally and we're gonna do another click and we did our cut so now we have done our cuts we've actually done one two three four five six total cuts and this actually gives us eight points here in the center to work with so all we have to do is press spacebar go back to our snapping make sure you enable snapping and make sure our vertex snap is on we select our cube press spacebar to go to our live selection tool make sure only select visible elements is checked off and make sure we're in point mode select the points and grab the little green triangle just as before and start snapping these into position you can even grab like the the z axis or the x-axis just to move on that direction just to get it to snap now you don't want to grab the y-axis because you don't want the points moving up and down you only want a moving side to side on the X and z axis just so they snap into position and in we've done it so let's go ahead let's MIT oh I'm just gonna grab this point here snap and grab this point here snap so we just pull him away back and make sure they are snapping let's middle mouse click back to our perspective you select our cube go to polygon mode and actually let's middle mouse click go to the top view select these top polygons and just as before we're going to delete them and just as before we're gonna press B and we're going to go to line mode and we're just going to start connecting these bridges and hooking everything up so we can go ahead grab from here to here we can grab from here to here this top one to the bottom on this one from here to here I'm just going to keep working our way around until we have everything hooked up nicely so now that we have this guy hooked up let's talk about how this one's gonna work let's go ahead and name him option two and for option two we can't bevel him actually I'm gonna start off with the thing we can't do with them if I go to lion mode I press E we double click let's go ahead and actually we're having some issues we need to optimize the out didn't do a full loop I'm gonna do ctrl a hold down left control go to points I actually do control in point mode right click and do optimize so now we cleaned him up let's go ahead go to line mode double click and it's kind of bugging out I don't know why let's just do ul and we'll just do a loop selection AHA right here it should give us this loop selection so we'll loop select here and there should be a side that will give you it depends on the angle you're looking at here we go grab that side and we will grab this edge this edge and this edge plus this edge so now that we have all those edges let's just go ahead and do em + s and let's bevel and here's what it's doing for us it is creating a ton of triangles right here it's trying to fill those in force it's messy it's yucky it is not good and if we go to subdivide this this is what's gonna happen let's go ahead throw this in a sub divider it is giving us a bunch of yucky typology input U n plus a it's just it's messy it's not turning out very good at all so you cannot bevel this I mean I want to be honest you could fix this up by hand but it's not worth the effort if you're just going to beveling round go ahead and use option one where we just did two cuts and I'm just going to go ahead and move to the side so we can make it look easier remember option one is where we just did two cuts one horizontally one vertically and we just bevel that Center and we just worked from that point on and that is great for battling because we have fewer points and each edge the reason this works is because each edge that we bevel can do a perfect loop around the cube to these points right here so that's why that works so good which this one here we cannot do that because each point is not connected to this corner it's actually running off you know you could do some cuts and you could clean it up but it's just really not that great of a way of working I'm gonna undo that bevel that I did and I do want to point out there is some ways you could fix this up one way is you could select these corners on each part of the cube just these edge corners here just these um ones here and here and here and add them to the bevel so n + s re bevel and we'll do a very small bevel and that actually will clean up the triangles but the problem is is it still if we subdivide this I'm gonna grab a subdivision surface it doesn't it doesn't shade very well and it actually warps the edges of our circles so just not recommend it I don't recommend this at all so if you do use this method though there is a way the reason that there is a way that I do recommend it though and that is to do your own manual cuts we are not going to bevel with option two so instead we're gonna do k + L and we can actually do perfect loop cuts on this which is pretty cool so because of how we build our geometry I think's I think we can yeah yeah we can we're gonna actually because it is slightly distorting based off of the shape of these on Polly's what I'm gonna do is instead say and we'll just get our plane cut and we'll just do a plane cut about I'd say here and we're going to do a plane cut about right here and then we'll do change our plane to X on XZ and we need to do a cut here now I don't want it cutting the center Poly's I only want two cutting here so what we can do is we can restrict a selection I'm gonna go to polygon mode I'm gonna press E I'm going to do ul select these I'm gonna do a shortcut you + I to invert my selection so now I'm only going to do the cuts here I'll do KJ and let's do a cut here so we have a nice cut there and we'll do a cut down here and now what we're going to do now that we have those I think oh we have one more angle let's go to the very top Y X Y and we'll do another cut here and try and make sure that these are even in size I'm gonna do a cut see how it's kind of even here in here not too much we'll make them a little bigger sound it's kind of like fitting it's more even and we'll do another cut right here so let's make sure this is even there we go we have the kind of matching up correctly and now if we throw this into a subdivision surface we got some support on our edges so we actually have a decent edge so we actually have a nicer setup going here and what's so cool is we're having control over everything of this model this is a much more high control way so with this method you can come up with a lot more advanced and more complicated shapes even though it is a bit more work so if I select option 2 again we can also do cuts here if we do KL we can actually do a KL cut here because there's no distortion and I'm gonna turn off my snapping I actually still have it armed do Shift + s to turn that off and we can do a cut like about right about there and you can see we got one there and we can do another cut about right below it I think yeah if we do another cut below it it'll even that out pretty nicely someone undo those and let's just I'm just gonna show you what I did I did one cut here and then I did another cut below it I gave it a little bit of space and that's gonna kind of soften that edge out so you have a lot of control in what you do with this now at the same time I think there's a way to get a rounded cut around here and there is a way hey guys I'm doing a quick little edit into this video so we're putting the old video that what you're just watching on hold we were just trying to figure out how to do a ring cut a loop cut around the outside of this circle and I do want to point out before before in the video before I just put everything on a hold we were actually a little bit further ahead than we are right now we actually had these points deleted here or sorry not these points we actually had these points deleted here and we had this bridge together well I figured out that um you don't if you want to have a nice loop cut around the edge of this because if we do KL it just will not do it so if you want to have a nice loop cut around the edge of this guy what you need to do is you need to before you delete these Center poly just go ahead and do um so you select these Center Poly's like we did before press spacebar grab your selection make sure only select visible elements is off select them go back to your perspective view then just simply press I for inner extrude and do a single inner extrude and said to whatever distance you would like usually define your inner radius you can be Pacific here with this which is kind of nice let's say we'll do 10 and because we had a radius of 50 we - 10 now because you just went in 10 that means we're gonna have a radius of 40 centimeters inside so then we can finally press Delete and now we have our extra kind of strength here on the edges and then we can press B to go to our bridge tool then we can go to our line mode and then we can bridge this up and oops make sure you undo that make sure it does snap to this and this way we actually can get proper round extrusion we can actually get a true extrusion of these lines to properly connect in which is kind of nice so I do recommend beveling it and we're inter extruding once before you actually go ahead and bridge it like I did before so I did make a mistake on that sorry about that that's why I edited this in so now when we go ahead and we grab our subdivision surface and we throw this on we actually have a little bit stronger of an edge and what's super cool is if this edge isn't strong enough you can do KL now and now you can do a proper shift s to turn off our snapping now you can go ahead and add even more cuts so you can go ahead and add as many cuts as you want in here and you can do ul and change the cuts now because we've already done those cuts you should be able to grab here press T and you can actually start scaling and changing the edges of this and you could do UL change this huge flexibility now since we did that one simple inner extrusion so that's all I wanted to add that that's it for this quick little edit that I just threw in let's head back to the regular video we just put a cut here somewhere out there and then a cut like here and what's super cool is we can actually get the same cuts on the top and bottom I'm going to undo that if we go to UM symmetrical cut should be here somewhere restrict to selection sort of curvature aha symmetrical cut simply check this on it's gonna cut symmetrically the top and the bottom four so the cut I put here and the cut I put here is going to match up perfectly on the bottom so I turn this back on we have a nice beautiful edge let's just short cut em in and is in new n plus a and here we have our perfect looking edges so we have a really clean looking cube and of course we're doing to go to our subdivision surface and set this like a level three to get like a really clean edge but you just have a lot of flexibility in this and I want to show you some of the flexibility that you have you can select at any time go to line mode up do u plus L let's turn off our subdivision surface we can see a little easier let's select this point in this point let's press E after we selected those lines we can pull them down and we can start and if we turn this subdivision service back on we can see we can control the sharpness of our edge heavily like super strong so I'm gonna pull this down a little bit give this a super soft edge on the top but on the bottom we're gonna have a super hard edge and now I have the control because I did it this way instead of that bevel way is I can I select say some points I'm gonna select here here and here these three sides of the bottom and I'm gonna turn this back on and I'm gonna pull down or sorry I'm gonna undo I'm gonna go turn this back off grab these three points as well we need these top three so we need a total of six points select him turn it back on and pull down and now we're creating a very interesting piece of geometry we're actually creating a a bevel that's starting on the edge but not but it's getting hard here so we have a lot of control with this particular way of modeling and it's a little kind of harsh here so I'm gonna do is I'm going to select option two and I am going to just select these points at that point this point and I'm just going to pull them up a little bit just to kind of even that out and you can see we have a lot of control yeah that cleaned it up much nicer you can see we have a ton of control in altering the shape and we can everything all the way down to grabbing these points right here pulling these over grabbing these points here moving these over grab this point here pull it back just to keep some stuff a little even and you can see we're kind of rounding out the corner so now we have like a very round corner then we have a very distinct corner we can take this and go very extreme with it I can grab these two points here press t scale them way out we can even alter the shape there should be a slide function actually if we right click and go to slide these points will actually slide along their axis we apparently can only do it for one set of points at a time so let's press spacebar deselect these go back to the slide tool there's only for one point it was not working oh well the slide tool sometimes works select point right click slide dragging no it's not seem to do it oh well it's uh you don't have to do it that way we can just press spacebar make sure only select visible elements is on for this part grab some points pull it over grab some more points pull it over grab this point pull it back and this is just me kind of just showing you different ways of kind of setting this up so you have a lot of potential a lot of power and a lot of flexibility in this way of working and I want to deselect these pull them back and we can have a very distinct edge here we could do it comes in hard but then it leaves very soft so it's gonna be kind of hard on this side but you can see we have a lot of potential and I accidentally pulled down instead of grabbing that little triangle there so that's kind of key there we go so now you can see we have a lot of flexibility in both these methods so now you understand the pros and cons of both let's go ahead and turn this guy back on and pull it out and just finish up by taking a look at both options we have we have option one we do only a vertical and horizontal cut bevel that middle point and then just go out those new eight points that we have we do a cut this way this way this way and this way so we get those angles we have total of eight points for our end gone and we can just bevel that to get distinct edges so that's very nice we can bevel and then for our other option here we do actual a total of I think six cuts yeah we did three on the top and three three vertically and three horizontally and we cut it only on those end gone points to fit up with our inside or not in gone our fit with our inside here we cut this way there here here and then down the middle and down the middle there as well and that basically gave us more control with option two because now we have the option to really deform and reshape the edges of our objects so this is basically the end of this tutorial and has a small little tip because this little trick that we learned about making an eight-sided end gone it's kind of a weird little tip but I'm gonna actually show you guys if you have to work with a bull how to get the best results possible it's never going to be as good it's doing it by hand like look at this it's just it's this is garbage compared to this this is so much cleaner so much nicer so much better but if you are going to use a bull what you can do is you can set your cylinder that used to bull out the center to a total of seven sides I think yeah for some reason seven sides works better with this or actually you can go all the way down to four with this yeah four set it to four sides and it'll actually well if you set to four sides it'll technically give you three I don't know why it works it like that kind of does one lesson what it really is but if you do or actually does a four side what am I talking about it just kind of registered wrong and this will actually give you I think one two it'll three it'll give you triangles on the edge but it actually smooth it triangles aren't always bad and these triangles actually work quite well in this particular instance and it actually does do the trick believe it or not so you can actually take this bull press see pull the cube and the cylinder which one was it yeah we can take both the cube and the cylinder yeah this is the cylinder all these parts aren't connected that's why I'm going to undo a little bit let's put the whole thing back in the bull select our bull let's collect create single object and that will connect everything we can then press C and now if we turn off our subdivision surface we see this is what we get so it's much more messy than what we have before and you can't do too much when it comes to doing a KL yeah that's pretty bad but it it does fix things up a bit so if I turn myself division surface on you can see it's a lot better than it was and we can do a cut here to kind of make some defining points on it so we can if you must do this there is ways around it and because this is a triangle here on the edge I think we can get away with actually doing a bevel here so we could do M plus s and bevel these points and yes we can get away with it because it's going to create eight quads out of those triangles believe it or not it's kind of crazy we're creating quads out of triangles and we're gonna go ahead and add a single point to define that edge no we can't if we soon as we subdivide at one level we're gonna get triangles again so we can't we can't subdivide it let's set this to a value of say 10 let's go ahead and go to point mode control a and we're gonna close up these strange point just by right-clicking and doing an optimize I think yeah cuz we're gonna have one two three four oh we have an end gone now on the side so the um easiest way to fix this end gone is just do k plus K and run a knife cut from make sure you visible only is on run a knife cut from here to here and that will actually fix that so I'm little quick tip and actually now the thing about let's just do KL and I think yeah I'll constrain a cut to here and then I'll do KK select from here to here and then we'll just do K L loop cut hold down left shift constrain KK cut from here to here and there we go we're getting some defining edges for our cube in the end still this is just super messy I'm just showing you some quick tips that if you must work with the bool there's ways of working with it I just would not recommend it you can see it's just not turning out anywhere as nice as what these were but this said this tutorial is over thank you so much for watching I really hope you found it helpful if you did find it helpful please leave a thumbs up if you didn't find it helpful leave a thumbs down and if you have any questions whatsoever please leave a comment in the comment section below and before you guys go I want to give a super big special thanks to this guy here which hit that's his website onion dotnet and his name is I can't pronounce it I'm not for a good with names but J EO o n ji Seok and this guy is the main guy who showed me how to do this modeling technique in the first place through his brilliant time-lapse of how to model light bulb he goes through and uses this technique in his time-lapse and it's very powerful I just wanted to I thought it was such a cool tip that I decided I wanted to reshare it with you guys and I added my own little um kind of tips and tricks along with that but uh thank you guys so much and again too if you found this tutorial helpful feel free to head to my website right here I'll have a link in the description and if you really found it helpful and you'd like to show your support you can feel free to leave a donation if you would like a donation is never required but always appreciate it thank you guys so much for watching this tutorial again and I will see you all in my next tutorial
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Channel: Epic J Creations
Views: 48,851
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Keywords: modeling, 3D, tutorials, Cinema 4D, C4D
Id: M4JHbv_VZTM
Channel Id: undefined
Length: 34min 21sec (2061 seconds)
Published: Mon Oct 09 2017
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