From the course: Hard Surface Sculpting and Retopologizing in Cinema 4D

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Preparing the base mesh for sculpting

Preparing the base mesh for sculpting - CINEMA 4D Tutorial

From the course: Hard Surface Sculpting and Retopologizing in Cinema 4D

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Preparing the base mesh for sculpting

- So, here we are with the finished result that we've arrived at, starting with our cube, and we are now prepared to enter the realm of Sculpting. There are a couple things we need to do, or should do, to make sure that the model is suitable before we start spending a lot of time in the sculpting process, only to find out that things are not going to work out. So, the first thing we could do, you notice that we've taken this out of Symmetry so this would be step one. Step two, in my process, is to put the object in a HyperNURBS or what's now called a Subdivision Surface Object in CINEMA. So, if you hold down ALT and click the Subdivision Surface Object, it becomes the parent, and if you need to have your edges displayed, in the Display modes. So, we're just going to rotate around the object and just look for any sort of weirdness in the topology of the mesh. If there are any, sort of cracks, or if there are duplicate points, you'll see some strange things going on, and those need to…

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