Return-Path: Received: from mail-qa0-f45.google.com ([209.85.216.45] verified) by media-motion.tv (CommuniGate Pro SMTP 4.2.10) with ESMTP-TLS id 5026034 for AE-List@media-motion.tv; Thu, 04 Apr 2013 21:42:58 +0200 Received: by mail-qa0-f45.google.com with SMTP id hg5so2811894qab.11 for ; Thu, 04 Apr 2013 12:50:40 -0700 (PDT) DKIM-Signature: v=1; a=rsa-sha256; c=relaxed/relaxed; d=gmail.com; s=20120113; h=x-received:mime-version:in-reply-to:references:from:date:message-id :subject:to:content-type; bh=xVtXUVQ8pzGkLw3q4aBrKG9HB/z1huW8Dv5XD4zlbkw=; b=TqK3Blawxub1HrQCdXawtYZcErtR5wpu3BKwkZSh+pBbm0W4o78ku85UH3zb8EfigE wBtoJajCZ4jQMP/APocm78XfGOwjjmqwE3ReKKZ8a8cu4IVuot2ryaELzOVTV7aVevDE 2/Z6JD/Txt+BigG1qVw9YxquRfGFSP/qOyPZAeGfPPnxVmXc0dLbU2i1d+ePvJwYEbj5 6xwlDs3vb0De/mmW4Gwe7V8dvtfj8D7P9eo58pK5jFzmFmHbMzgyhJ7JYoPP1mLqIobE +HVnUhUNT8eRijme2W+QToIx6hCmd9PksBj53MYhn4m0T8EYM3Sqvqs6glo7tISPbJ5h hxoA== X-Received: by 10.224.9.129 with SMTP id l1mr6168798qal.4.1365105040683; Thu, 04 Apr 2013 12:50:40 -0700 (PDT) MIME-Version: 1.0 Received: by 10.49.127.107 with HTTP; Thu, 4 Apr 2013 12:49:59 -0700 (PDT) In-Reply-To: References: From: Teddy Gage Date: Thu, 4 Apr 2013 15:49:59 -0400 Message-ID: Subject: Re: [AE] [OT] Cinema 4D modelling question To: After Effects Mail List Content-Type: multipart/alternative; boundary=bcaec51dda2d07f9b904d98e4931 --bcaec51dda2d07f9b904d98e4931 Content-Type: text/plain; charset=ISO-8859-1 Well first of all, there are many, many ways you could approach this. If you are working with NURBS then n-gons are not an issue, as n-gons are only relevent in poly modeling. unless you mean n-gons on converting from nurbs to poly. You could definitely create cross sections and loft the nurbs, but that is pretty time consuming to get all the proportions correct. Also texture mapping can be trickier. I know maya's modeling tools much better, but the principles should be the same. For speed, if it were me, I'd take photos from top down and side, then set them as image planes for reference. Then I would take a poly sphere and rotate it so that the poles were aligned along the horizontal x-axis (lying on it's side). Then I'd create a loose grid deformer around the sphere and push vertices around to match the reference frames OR you could also begin with a subdivided cube, and model half the unit (cut in half along x-axis). Again, using the images as reference and enough vertices to approximate curves, you push the vertices around until it's an oblong squashed shape. Then you mirror the model, merge the vertices and apply a subdivision smooth. This would better allow you to model the inset cutaway On Thu, Apr 4, 2013 at 3:34 PM, Gergely Szabo wrote: > Hey guys, > > I learn the Cinema 4D (prepairing for the CS6.5? ;)) and I ran into a > challenge. I usually study as I make a challenge for myself and working on > the solution. Maybe now I made a mistake :) > > I try to modell my wife's Blood Sugar monitoring device. And the shape of > the body makes me a headache. > > The front of the device looks like this: > > http://www.mojacukrzyca.org/**pliki/glukometry/onetouch_** > select_mini_2.jpg > > > And a youtube video: > http://www.youtube.com/watch?**v=sY-tIAib_sg > > I thought maybe I could use Loft Nurbs. But I guess the output would be > too much N-gone... > > Could you give me the "spark" to achieve my challenge ;) > > Thanks > Gary > > +---End of message---+ > To unsubscribe send any message to > -- Animator & Editor www.teddygage.com Brooklyn --bcaec51dda2d07f9b904d98e4931 Content-Type: text/html; charset=ISO-8859-1 Content-Transfer-Encoding: quoted-printable
Well first of all, there are many, many ways you= could approach this. If you are working with NURBS then n-gons are not an = issue, as n-gons are only relevent in poly modeling. unless you mean n-gons= on converting from nurbs to poly. You could definitely create cross sectio= ns and loft the nurbs, but that is pretty time consuming to get all the pro= portions correct. Also texture mapping can be trickier.

=A0I know maya's modeling tools much better, but the principles sho= uld be the same. For speed, if it were me, I'd take photos from top dow= n and side, then set them as image planes for reference. Then I would take = a poly sphere and rotate it so that the poles were aligned along the horizo= ntal x-axis (lying on it's side). Then I'd create a loose grid defo= rmer around the sphere and push vertices around to match the reference fram= es

OR

you could also begin with a subdivided cube, and = model half the unit (cut in half along x-axis). Again, using the images as = reference and enough vertices to approximate curves, you push the vertices = around until it's an oblong squashed shape. Then you mirror the model, = merge the vertices and apply a subdivision smooth. This would better allow = you to model the inset cutaway


On Thu,= Apr 4, 2013 at 3:34 PM, Gergely Szabo <formic.gergo@gmail.com>= ; wrote:
Hey guys,

I learn the Cinema 4D (prepairing for the CS6.5? ;)) and I ran into a chall= enge. I usually study as I make a challenge for myself and working on the s= olution. Maybe now I made a mistake :)

I try to modell my wife's Blood Sugar monitoring device. And the shape = of the body makes me a headache.

The front of the device looks like this:

http://www.mojacukrzyca.org/pliki/glukome= try/onetouch_select_mini_2.jpg


And a youtube video:
= http://www.youtube.com/watch?v=3DsY-tIAib_sg

I thought maybe I could use Loft Nurbs. But I guess the output would be too= much N-gone...

Could you give me the "spark" to achieve my challenge ;)

Thanks
Gary

+---End of message---+
To unsubscribe send any message to <ae-list-off@media-motion.tv>



--
Animator & Editor
www.teddygage.com
Brooklyn
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