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Subject: How would we do it in Cinema?

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SinnerSaint  

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Posted Thu, Sep 12, 2013 8:09 pm

Attached Link: Intricate Geometric Mesh

Hey guys.  Just out of curiosity, this guy over the in the modelling forum has posted some shots of a dreamcatcher model he made, and although I inquired about how he did this one particular part of it, I'm more interested in how we would do it in Cinema (he's using 3ds Max, poor guy).  If you click the link, it should take you to his post, where he's showing some wires and a couple full renders of the model.


The part I'm most interested in is that circular, detailed geometry in the middle of the model.  If you notice, it looks like the original surface object was created using a bunch of Ngons and quad faces in a strangely uniform pattern that were deleted, leaving behind only an outer cage of edges that he must have thickened.  I'm waiting to hear his reply on how he did it, but in the event he used some kind of plugin or something exclusive to Max, I'd like to know how to go about getting a geometry pattern like that in Cinema.


Any ideas?  Mograph? DiTessa maybe?

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SinnerSaint  

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Posted Fri, Sep 13, 2013 9:30 am

Ok, the OP replied to my question, so I got some info on the process.  I guess he used some form of Doo-Sabin subdivision on the mesh to create that pattern of edges, and then from there it's a matter of common modelling procedures.  I don't know much about Doo-Sabin subdivision, because 9 out of 10 times, it's of no use in modelling.


My main interest is still how to achieve an edge pattern like that on a mesh.  It reminds me of Penrose tiling.  Hmm.  I keep leaning toward Mograph here, but I don't know.  Unless there's a way to remesh a geometry with Doo-Sabin, but I don't know of any addons for C4D that supports it.

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wolf359  

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Posted Sat, Sep 21, 2013 8:42 am

HI Consider the reality that it May be better to use an External modelor for this type
of mesh
I personally use the FREE Topomod 3D
http://code.google.com/p/topmod/

To generate the types of geometry to which you linked


Cheers

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SinnerSaint  

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Posted Sat, Sep 21, 2013 11:06 am

Quote - "HI Consider the reality that it May be better to use an External modelor for this type
of mesh
I personally use the FREE Topomod 3D
http://code.google.com/p/topmod/

To generate the types of geometry to which you linked


Cheers"


Thanks, Wolf359.  I think you might be right, but man, it would eat me up to think we couldn't do this some way in Cinema..  I'm always telling our guys that there's a way to model anything you see modelled from Maya or Max, in Cinema.  I'd hate to get tripped up by some stupid, nearly useless, smoothing algorythm.

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cartesius  

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Posted Mon, Sep 23, 2013 9:44 am

That dosn't look to hard, I think? The center square is basically just a repeated pattern so I would isolate the pattern and then just clone it to a square. The outer rim could easily be done by Sweep NURBS (this pattern is distributed in a circular shape so I would model say the top right quarter, drop that mesh in a Symmetry object and then duplicate and rotate an Instance of the Symmetry object to get the complete model).


/Anders

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SinnerSaint  

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Posted Mon, Sep 23, 2013 1:35 pm

Quote - "

That dosn't look to hard, I think? The center square is basically just a repeated pattern so I would isolate the pattern and then just clone it to a square. The outer rim could easily be done by Sweep NURBS (this pattern is distributed in a circular shape so I would model say the top right quarter, drop that mesh in a Symmetry object and then duplicate and rotate an Instance of the Symmetry object to get the complete model).


/Anders


"


Yeah, that web part and outer rings are easy to do with sweep nurbs, and some rotational symmetry.  But that middle part isn't going to be that easy I don't think.  While it's round on the outer border, the center is not radial, it's planar.  Or so it seems.  That's why I think it would be necessary to do it in the same or similar way he did it to begin with, which was re-meshing the edges with some algorythm.  Otherwise, I feel if you just model out a quarter of it, and try rotational symmetry, you won't get a predictable result in the middle of the object.  You'll end up with all the edges radiating from a central pole, and that's not what the pattern there is doing,.  I'll give it a try, but i don't think it's going to work out right.

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SinnerSaint  

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Posted Mon, Sep 23, 2013 1:40 pm

Scratch that... I did a test run, and it seems that it might actually work.  Still, I think I'm going to have some difficulty reproducing the pattern manually, as that center mesh seems quite intricate.  That's going to take some work I would think.

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cartesius  

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Posted Mon, Sep 23, 2013 2:34 pm

With a bit of planning I definitely think it could work. At the link below you can grab a very (and I mean very, very, very -- it took me all of 15 minutes to piece together) quick and dirty C4D-file that could perhaps be of help.


Link: http://dogday-design.se/misc/pattern.c4d


/Anders

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SinnerSaint  

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Posted Tue, Sep 24, 2013 11:56 am

Thank you, Cartesius! This should help simplify the process. Much appreciated.

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