Join Rob Garrott for an in-depth discussion in this video Preparing geometry and subdividing objects, part of CINEMA 4D Essentials 6: HyperNURB Modeling and Sculpting.
The first step in your sculpting process should be to prepare the geometry that you're going …to use as your sculpting base. …Now, if you're just starting from a sphere, then that's just going to be making a cube …editable, and subdividing it. …But if you're going to be sculpting on an object, like we are in this movie, then you …have to do a few things with the geometry. …The needs of the sculpting engine are a bit different than the needs of the HyperNURB …engine, and so we have to do some things to this existing type example in order to make it work. …So the first thing we need to do is get rid of the HyperNURB object. …We don't need that anymore. …So let's take that out of the hierarchy, and then delete the HyperNURB.…
And then we need to go into a Point mode, and take a look at how the geometry is made. …If we zoom in on that, you can see that in our original type example, I had created this …ridge around the center of the type that gives us that hard cut. …This tight grouping of polygons around the center ridgeline is going to be problematic …
- What are HyperNURBS?
- Setting up reference shapes
- Creating a shape with the polygonal modeling tools
- Connecting shapes and bridging gaps
- Refining shapes with knife cuts
- Moving points
- Working with sculpting layers
- Preparing objects for render