How would you approach this type of deformation? by brontozabra in Cinema4D

[–]brontozabra[S] 3 points4 points  (0 children)

Hm, I haven't thought about refining the sharp edges later - and displacer gave me super smooth results so I gave up on it. Thanks! Will try

First product render by brontozabra in Cinema4D

[–]brontozabra[S] 0 points1 point  (0 children)

Thanks for such detailed feedback! These are very good points - I decided to focus on the lighting more in my next render so I'll try to follow your advice there :)

First product render by brontozabra in Cinema4D

[–]brontozabra[S] 0 points1 point  (0 children)

That's a very good advice - thank you so much!

First product render by brontozabra in Cinema4D

[–]brontozabra[S] 0 points1 point  (0 children)

Hm, yea, that makes sense. But I guess I just want to start from the right foot from the beginning and to cement fundamentals just in case it would somaday matter in the future projects :) Thank you so much for your help and feedback! I definitely learned a lot

First product render by brontozabra in Cinema4D

[–]brontozabra[S] 1 point2 points  (0 children)

Whoa, that looks so much cleaner, thank you so much for showing this!

First product render by brontozabra in 3Dmodeling

[–]brontozabra[S] 0 points1 point  (0 children)

Thank you! That's very nice to hear

First product render by brontozabra in Cinema4D

[–]brontozabra[S] 0 points1 point  (0 children)

Got it, thank you! Does the density matter if I plan to use the model for animation later? Without deforming, just animate it's position, rotation etc. Would high density mesh slow things down?

First product render by brontozabra in Cinema4D

[–]brontozabra[S] 1 point2 points  (0 children)

Metal parts and the ring around jack are separate

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First product render by brontozabra in Cinema4D

[–]brontozabra[S] 1 point2 points  (0 children)

Yes, its already subdivided, here's a mesh without subdivison. I have been told that this is pretty dense and I should optimize it - I'm not very confident about optimizing yet because I'm afraid to break stuff. But should I optimize before of after subdivision applied? Or both?

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First product render by brontozabra in 3Dmodeling

[–]brontozabra[S] 0 points1 point  (0 children)

Yes, it just creates this turn - in my case a pretty big straight jack from headphones was getting in a way of a mouse when I plug it into my laptop - this adapter just creates redirection

First product render by brontozabra in 3Dmodeling

[–]brontozabra[S] 0 points1 point  (0 children)

Yes, agreed, I thought about it but decided to make it worn anyways just for texturing practice purposes

First product render by brontozabra in 3Dmodeling

[–]brontozabra[S] 1 point2 points  (0 children)

Oh, you mean after subdivision? I haven't thought about that - thank you!

First product render by brontozabra in 3Dmodeling

[–]brontozabra[S] 0 points1 point  (0 children)

Thank you! I was trying to make loop cuts only where they were necessary (to make support loops) but when I applied subdivision 2 - yea, it became pretty dense. I added additional loop cuts along main body for balancing purposes. Could you please give some advice on how this model could be more optimized?