Easy retopology of your 3D models - Cinema 4D Tutorial
Topology plays a very important role in correct deformation of 3D Model and its optimization for render. So, in this Cinema 4D tutorial, our motion graphics designer and tutor Max Kravchenko (IG: @mx_kravchenko) will show you how to quickly solve problems with an incorrect mesh of 3D models with Quad Remesher plugin.
Plugin link:
exoside.com/
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Пікірлер: 51
What a time to be alive
This is literally a life saver
This is unbelievably helpful
Simply described. Nice. Thank you 👍
Niceeee! This is super handy plugin! Thanks for sharing🤟
This is brilliant!
cool broooo!!! lovin it
WoW!! life saver!!
omg this plugin is allien tech!!! unreal! instant purchase
Amazing!!!!!!!!!!
Yaaaay,life gets easier
Holy sh*** - this is the best thing that ever came out of humanity
@gflav
3 жыл бұрын
lmao seriously though
This is super helpful...
@motiondesignschool
3 жыл бұрын
Thanks a lot 🙏
Damn I need to use C4D more, this looks super handy. Artifacts and issues like that is something that pushed me away.
My mind exploded
this wasnt a c4d tutorial- this was a plugin tutorial
I'm getting a lot of PINK non-planar polys. any idea how I can avoid of correct these? thank you.
Does anyone know an alternative to Quad Remesher for C4D? It's no longer available for C4D because it will be integrated with R26. I'm still using R20 though.
nice ,lets count on next tutorial on cute logos project, bunny logo one thanks again
@motiondesignschool
3 жыл бұрын
You're welcome ;)
If it is a modeling with a UV map, can the map be maintained with the lithology?
Did all of the tips you saw on the Free version?
hey guys the plugin link doesnt work anymore
Nice one but the R23 comes with a remesher, is it any different than that?
@kagoTshabota
3 жыл бұрын
Yes, It needs some improvement, but it's a good start.
@InteractiveDNA
2 жыл бұрын
I think the plug-in does a faster and better job.
chia sẻ rất hay về Sống Đời Bình An
is this in place of the remesh tool natively in c4d?
@motiondesignschool
Жыл бұрын
Remesh is already built into the new versions
The C4D version is not visible on the plugin site. Is there no place to download it?
@mugenpuchi9739
Жыл бұрын
they removed it :( no more version for c4d...
This thing is gonna spoil me, there goes my time and effort to learn cleaner modeling.
can it work in maya too?
@KennethHolmDahlin
3 жыл бұрын
look at the link in the description, it seems like they have a maya plugin as well.
Apply “beevel” 😅
I can’t believe this isn’t built into C4D as a deformer
@SteelBlueVision
3 жыл бұрын
Except it _is_ built in! No longer as a deformer, but as a generator called "Remesh." It can be found in the same toolbar group as Subdivision Surface. Leave Remesh's "Polygon Type" to quad-dominant, its default setting, and away you go. You can even check "Only Quadrangles" if you want to sacrifice some topology niceties created by triangles and really go all out quad. Also, because it is a generator, the quad remeshing is procedural and non-destructive! You even retain control over various parameters like mesh density, creases, smoothing iterations, etc...
@surnamerender
2 жыл бұрын
@@SteelBlueVision You saved me mah Big Thanks
@Godkiller08
2 жыл бұрын
@@SteelBlueVision thank you very much man... solved my problem withtout having to pay 100 bucks
I still cannot believe this is not in C4D by default
@mikembley
Жыл бұрын
It is though, as of R26 it was integrated natively.
@mugenpuchi9739
Жыл бұрын
@@mikembley it's the remesh ?
@mikembley
Жыл бұрын
@@mugenpuchi9739 Correct
nah,..blender have "Remesher" and free :)
$60 bucks? Seems really handy.
OK, so, 1:53 . We are looking at a nice symmetrical object whose new quad topology is anything but symmetrical. That is one ugly set of quads (leaning to the right near the middle of the object, in fact). I am left to wonder if hand retopologizing 1/16th of it with a simple grid and then using symmetry multiple times (first to mirror, then to rotate), would not have been a much better choice.
0:44 "We get a model with one large nGon polygon.." First of all, it's two nGons, one for each of the caps. Second of all, you purposely left them as nGons, because you didn't set the "Caps Type" setting of your Extrude to any of the available quad topology options that Cinema 4D offers. So, self created problem...