How to fix surface deformations with ShrinkWrap & Conform // Workflow tips

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  • เผยแพร่เมื่อ 4 ม.ค. 2025

ความคิดเห็น • 31

  • @hamiltonafjr
    @hamiltonafjr ปีที่แล้ว

    This channel rocks! ❤

  • @farhanakhtar2390
    @farhanakhtar2390 ปีที่แล้ว

    This technique works with subobject level as well, so no need to detach objects. Just select faces/verts or edges and conform.

  • @tuongnguyenan6408
    @tuongnguyenan6408 4 ปีที่แล้ว +1

    OMG this is what i need right now. sir, you're the best ❤

  • @KENCHISYA
    @KENCHISYA 4 ปีที่แล้ว +1

    I bought your maya tutorial that is very great hard surface tutorial.
    thank you and hope you make more complex hard surface tutorial.

  • @rahulrichard912
    @rahulrichard912 4 ปีที่แล้ว

    Thanks for making these tutorials these are helpful. 👨‍💻👍🏻

  • @sevenseven31
    @sevenseven31 4 ปีที่แล้ว

    generlly to fix cylinder deformation you need to add more subdiv and coform from an other cylinder with high subdiv for 2 methode i use bend modifier

  • @TenjoSling
    @TenjoSling 4 ปีที่แล้ว

    This is super useful!

  • @amjadali-qr5hk
    @amjadali-qr5hk 4 ปีที่แล้ว

    very nice tut thanks a lot

  • @ZenPiePow
    @ZenPiePow 4 ปีที่แล้ว +2

    wasnt there a option where you can mirror the location of the vertices from the middle. In one of the Tutorial chapters you did that with a circle you created on a surface.
    so you create the detail on the left side and the copy the locations of it and past it to the other side.
    but they need the same amount of vertices.
    thank you for the Tips helps alot with the workflow m gonna try that out 🔥🔥🔥🔥🔥🔥🔥🔥🔥

    • @Elementza
      @Elementza  4 ปีที่แล้ว +1

      Yes, you mean Symmetrize. This was just a quick demonstration of this approach.

  • @sevenseven31
    @sevenseven31 4 ปีที่แล้ว

    you can use conform with selected vertex i don't know is there this option also in maya and you can conform from normal vertex or by view i use 3ds max and thank for this tutorial

  • @SachinKumar-li9wi
    @SachinKumar-li9wi 2 ปีที่แล้ว

    Thank you @Elementza

  • @count23all
    @count23all 2 ปีที่แล้ว

    With shrinkwrap, I've noticed it does not like it if you have a hard edge being wrapped to another hard edge nearly. So for instance, take a circle, extrude it upwards and inwards so that between your two circles, you have a 35 degree angle or so. When you wrap your base mesh to your guide mesh, the formerly "flat" edge loops that make up the top and bottom of the circle deform. The shape stays the same, but shrinkwrap moves the verts so even if the ring of edges making up your top and bottom circle are perfectly flat and overlap perfectly with the guide mesh, when you use shrinkwrap, those edge rows now jitter.
    Is there a fix for this kind of issue? Or is shrinkwrap for surface deformations only suitable when the object you're working on does not contain hard edges?

  • @frazali659
    @frazali659 3 ปีที่แล้ว

    why did u switch from c4d to max?

  • @r3dunt3r
    @r3dunt3r 4 ปีที่แล้ว

    thank you this video is realy helpful

  • @warampanpengya8748
    @warampanpengya8748 4 ปีที่แล้ว

    Thank you so much, This helps me a lot. Your explanation is very clear !!

  • @vu_derArchitekt
    @vu_derArchitekt 3 ปีที่แล้ว

    your button size is very small. How can you do that?

  • @ranger7460
    @ranger7460 2 ปีที่แล้ว

    great

  • @TheSummarizer
    @TheSummarizer 4 ปีที่แล้ว

    Hi! I've noticed from your past videos that you switched from Cinema 4D to Maya for modelling. Is Maya better than Cinema 4D when it comes to modelling?

    • @RyoMassaki
      @RyoMassaki 4 ปีที่แล้ว

      Yes. Maya, Max, Modo, Blender, all are better than C4d when it comes to modelling.

    • @sohaibaljarih
      @sohaibaljarih 2 ปีที่แล้ว

      If you know the marking menus in Maya you can boost work your modeling so fast and enjoying it in the same time 💯

  • @faisalahmad636
    @faisalahmad636 4 ปีที่แล้ว

    I cant afford your course but this help alot

  • @zlennisyndrom5761
    @zlennisyndrom5761 3 ปีที่แล้ว

    Orrr u just delete one half and copy it and type in -1 for x scale

  • @jinchoung
    @jinchoung 4 ปีที่แล้ว

    i've tried this in maya and it seems to work well - th-cam.com/video/3rlMzsBWtPY/w-d-xo.html
    this workflow works well in maya - you just can't use the 1, 2, 3 subd method. you have to use the SMOOTH GEOMETRY function and turn that up a bit. THEN you shrink wrap. you'll still be able to edit the attributes of the smooth modifier to jump down if you need to but since it shrink wrapped your higher geometry count, you're smooooooooooth. and you can continue to extrude to add bevels going inward and such but after you've applied the shrink wrap otherwise they'd get pasted to the reference mesh.
    AND you have to make sure not to delete history!

  • @briantriesart
    @briantriesart 4 ปีที่แล้ว

    Thanks. Another trick is to use a blinn material. XD.

  • @emmanuelmoreira9116
    @emmanuelmoreira9116 2 ปีที่แล้ว

    Incrible