MAXON took a long time to improve existing modeling tools and add more, and a mention of operator nodes for procedural modeling. There, they did well. Possibly more integration of ZBrush tools in the next version.
Finally! Cinema is a bit better in modeling! But there are still a few tools missing. For example modeling constraints as they exist in 3ds max (edge, face and normals). Yes, I know we have the "Silde" tool, but unfortunately it's very limited in some situations... You can't move multiple points, you can't move them over surfaces, you can only move them over edges. Here I would like for R27 or preferably for an R26 update that Maxon either updates the sildetool (so that you can now do what I listed before - edges, surfaces, normals) or they build a separate function. As a 2nd change, the symmetry tool must finally be changed. Again, 3ds max shows how it should be. I don't have to explain here what exactly is different. Everyone who watches a short video of it sees how valuable and time-saving the symmetry tool in max is. The Bool tool could also use a general overhaul. Also such nice gimmicks as in Max (build end tool) would be cool, but not so necessary That would be enough for now and Cinema would have caught up a bit with Maya and Blender in terms of modeling. I hope that Maxon will take a look at the tools built into Maya, Max and Blender in the future. Yes, I know, that's stealing, but the other programs do it too... And Maxon also used Blender for the new layout.
Absolutely agree on the Slide tool. Does Cinema has something like Wedge tool of Maya or Hinge from edge of Max? How is the Snapping system and Pivot manipulation in Cinema compared to Max or Maya? Btw max team is working at a completely new and robust boolean modifier. Along with their state of the art Auto retopo solution will set up new standards.
Absolutely agreed, slide and symmetry need some work, especially symmetry, 3Ds max's symmetry system is flawless and quick, symmetry in C4d is sloppy, very slow, an instant symmetry would be great!
@@orphydiancg7759 Hi, wedge modeling in C4D is a bit cumbersome. Sadly the Matrix Extrude is just so close but not really welding the rotation axis points. Workaround: Shift the axis to the edge of rotation using snapping (P) and Axis modification (toggle with L). Select the poly and go into rotation mode. Press Ctrl while dragging the rotation band to make rotated extrude. After starting dragging hold shift as well to enable quantized rotations. Repeat until final design is achieved
ох я прям вздохнул с новым обновлением Cinema 4d аж слеза моделлера скатилась по щеке т.к. до последнего верил, что разработчики улучшат программу в сфере моделирования. Лайк!)
Dear PP, It seems that you are using a large monitor and therefore the icons and text on the tabs are not readable on our laptop. We need a 32-inch monitor to see it properly. Please consider that you need to record with scaling on your computer.
Great vid, thanks for taking the time to go over the tools. Zremesher R26 does not behave the same as in your vid... set to Zremesher, the edges are not retained...I would love to model procedurally but can't seem to get this tool working correctly...
The tool is not stable, sometimes it gives great results sometimes not, this depends on your objects, if you have too many details and sharp edges, it doesn't work well.
great video, the operator nodes are awesome for different tasks, I`m just wondering why you prefer them in this use case over the regular bevel and subdivider generator? As in both cases they would be procedural if I`m correct
Awesome as always! I just don't find why my bridge tool is not connecting the 4 parts as you do at 12:23? On my side, it always goes from 4 poly to 1.. and not 4 to 4, any idea?
wow! I just want to tell that, these days, new users are fortunate! when I was learning 3d modeling it wasn't easy like that. making a circle hole or tube on polygons was tricky, creating a 6 or 8-point circle over a polygon and snapping every point. If the surface isn't flat it will be hard, and a new automatic bridge tool that also bridges with corners wow it looks great too.
the updates of the S26 are really very interesting, c 4D becomes very efficient for modeling . thank you very much for this excellent quality video, as always
Like most of us 😁Well there are not that many hardcore C4d modelers left here on TH-cam. Elementza, John Dickinson etc they all switched to Maya/Blender.
how the subdivide node differ from Subdivision surface object? its faster? also after the Connect object added after the Boole I get weird shading. How to avoid this?
The Viewport Materials on the helmet are looking so nice and the new tools are amazing! My favorite tools are: fit circle,set flow and the close Polygonholes. But the other stuff is also nice and so useful! I hope that Maxon will add more tools and improve the modeling even more in the future! But if things continue like this, Cinema will become a modeling beast in the future. I like it. The new changes also make it even easier to work with Max at the same time. I like both programs so much. I would like to see Maxon and Autodesk work together in the future and combine both programs like C4D and After Effects. But unfortunately that will probably remain a dream. Thanks for the video. I'm looking forward to the modeling tutorials with the new tools!
Great display of these tools. A real pleasure to watch these on the Viewport with materials applied like others mentioned. What the Fill hole with Quads mode used to do previously? What other tools you think are still missing? Do you think the Boole object or boolean workflows can be enhanced more? How is the Snapping system in C4d compared to 3ds MAX for ex? Does the Slide tool in Cinema is constraint only to an edge or respects a face surface or normals as well? I'm hinting at Max transformation constraints modes: edge, face, normals if you don't know what I'm talking about!
Thanks, in older versions, there were only ngon/triangle/quad options close polygon gole tool, which were totaly usules. Booleans work great, snap system workd great as well, at least for me, I think more improved and quick Symmetry would be better.
What was the quads version used to do? Asking because grid fill and quad cap fill are used interchangeable in 3d. Also, does C4d has something similar to Maya Multicut?
Thank you so much for sharing this. Do you have or know of a workflow to transfer this base mesh to Rhino to make a solid? Could it be something like importing the mesh and then converting to subd? Or do you think I'd have to rebuild it with Rhino tools? Thanks.
Can I ask what is the advantage, if any, of using the Chamfer & Subdivision nodes, instead of the 'Bevel' deformer & 'SDS' Generator ? I can think of the disadvantage that older Cinema versions won't open the model correctly. But perhaps there are advantages also ?
There are not many advantages in these particular examples, I just wanted to show that there are alternative ways, but there are advantages if you want to add more nodes/capsulaes under an object, stacking different precedural nodes creates big advantages, there are more nodes than simple bevel and subdivions, there are alos comlex ones.
Hello, what kind of modifers do you use there? I don´t know this. I used cinema in the past at version 12 or so. did they changed the modifersystem? It looks like in Blender. Is there anywhere a tutorial how to use the new system?
Hello, in the latest versions, they brought new modeling nodes, they are simillar to existing deformers but now you can use the node system to model procedurally, also you can use them in the layout/under the objects too.
Will you be using Z-Remesher more in your upcoming modeling tutorials? Also, as someone new to modeling would you recommend that we just going ahead with boole operations and other shortcuts now that Z-remesher can help create perfect topology, or would you still recommend taking the time to learn it the more manual way?
I will be using Z-remesher but I will not rely on it all the time, it has flaws, for example it gives you very high poly meshes, more than necessary, also in order to get good reslut with Z-remesher or to be a good modeler, it is essential to learn traditional ways to model in perfect topology, you need to learn it without a question.
@@polygonpen ...Hello, I read this post of yours, *''IT IS ESSENTIAL TO LEARN TRADITIONAL WAYS TO MODEL IN PERFECT TOPOLOGY, YOU NEED TO LEARN IT WITHOUT A QUESTION''* which highlights an extraordinarily important thing to talk about at this time in history, and one that is talked about very little. It would be very important if you would also give your point of view. Especially an entire video. Currently there are tools that make modeling somewhat easier, such as Plasticity, and in the near future also SDFs will be trendy. Not to mention high polygon count modeling developments, which are very effective in hardsurface modeling without curves, or programs and addon based on ngons. Polygons/subd are the hardest thing to learn. It is also the slowest and most time-consuming method of modeling. Beautiful, but HARD, SLOW. So the question to think about is, why should we learn subd, and then also continue to waste time doing it, if soon there will be easier and more direct tools to achieve the purpose?
Please highlight today, in 2023 (with AI who is about to enter into 3D art), why subd and traditional techniques is still great, compared to others, whether it will have a future, etc.
the new tools are very welcome, there are still tools to introduce in order for c4d to compete with 3ds max or maya, first one and the main one is Normal vertexe adjustments and preview, i order to view and manipulate the vertex normals (manipulate single and all - copy from a mesh to another - symmetry and so on ) and naturally a more powerfull baking system to work with this first tool, another tool is the constraints, been able to rotate an edge on a curvey mesh while still bounded to it, nothing to do with the slide tool here, another tool is maybe a modifier/capsule that is equivilante to the editable poly from 3ds max, you can see that the correction deformer is maybe a foundation for somthing like that or maybe it could be a nodal capsule under the hud, why having a super power as a nodal system Newcore and not fully utilizing it, Nitroman did somthing similare to this with his History plugin, selecting every nth and more complex selection methodes to add, another one is symemtry, now when i see people talk about symmetry they alwayse seems to forget that C4d has a more powerfull built in symmetry than maya, that one you use exclusifly in sculpting mode, maxon have only to reintegrate it under all modeling tools, adding to that the obvious changes that are required to the Symmetry objet, last thing on my list is the Uv anwrapping, the things to add/work/update here are in no need for clarification, the only thing that i can add is to maybe make it live in a way that you do it along side the modeling process, i want say a Pie menu system it would be awsome but that maybe asking to much, Thats it, Only than C4d would be in the same league as the big Boy's and still have to constantly introduce adjastments and so on. Ps : You may ask why pie menus -- If done right pie menus will let you utilise mograph for modeling in a more faster way making c4d a myth of a software.
Yeah, I aggree on Symmetry, it is better than Maya but bot better than Max, Max's symmetry is really fast and responsive. For edit poly deformer in 3Ds Max, you can use nodes to create something similar, it is complicated but you can do it.
@@polygonpenthey can be two different things (talking about symmetry) the sculpting one can be used on top of the symmetry object, so the enhancements would be, symmetry object to compete with 3ds max symmetry, sculpting symmetry to add on that, you can activate temporarily symmetry (sculpting one)on a specific tool and go to a specific polygon and make your woking grid there and you use that symmetry there according to that grid, all of this can be added on top of an already applied symmetry object, so you can work with two types of symmetry in the same time, just imagine what you can do with that freedom, literally no software can dream of doing such sorcery, but here you have maxon sleeping on a mine of gold just like that...
I've never got a good result by using that "Voume Builder" tool since the first day it appeared. Never! It makes your mesh like ladderlike ugly bad topology. I am not sure but I hope that new "Remesher" tool works fine.
New Subscriber here, Awesome content. Will you also upload a video showing us how to utilize these modeling tools for example model a complete object from start to finish :) Thank you.
Big update for cinema 4d, but in many cases these New modeling tools were available in blender long time ago. And for me blender is better for modeling, for Hard surface modeling i suggest you blenders Hard ops addon. The idea, is mantain a low poly model without remeshing. Z remesher is an useful and powerful tool for automatic retopology.
nedenini bilmiyorum ama terimlere aşinalık heralde genel ingilizceni çok rahat anlıyorum. başka ingilizce videolarda böyle olmuyor "as you can see really god result " :D
You have no Idea how grateful I am for you tutorials
You are indeed a blessing to the community
Thank you once again
Thank you :)
MAXON took a long time to improve existing modeling tools and add more, and a mention of operator nodes for procedural modeling. There, they did well. Possibly more integration of ZBrush tools in the next version.
Yeah, probably!
Hey guys, for updates, news, upcoming projects, you can follow my twitter.
twitter.com/mert_iskndr
instagram.com/polygonpen/
wow, this is a huge update for anyone doing hard-surface modelling in Cinema 4D
Finally! Cinema is a bit better in modeling! But there are still a few tools missing. For example modeling constraints as they exist in 3ds max (edge, face and normals). Yes, I know we have the "Silde" tool, but unfortunately it's very limited in some situations... You can't move multiple points, you can't move them over surfaces, you can only move them over edges. Here I would like for R27 or preferably for an R26 update that Maxon either updates the sildetool (so that you can now do what I listed before - edges, surfaces, normals) or they build a separate function. As a 2nd change, the symmetry tool must finally be changed. Again, 3ds max shows how it should be. I don't have to explain here what exactly is different. Everyone who watches a short video of it sees how valuable and time-saving the symmetry tool in max is. The Bool tool could also use a general overhaul. Also such nice gimmicks as in Max (build end tool) would be cool, but not so necessary
That would be enough for now and Cinema would have caught up a bit with Maya and Blender in terms of modeling. I hope that Maxon will take a look at the tools built into Maya, Max and Blender in the future. Yes, I know, that's stealing, but the other programs do it too... And Maxon also used Blender for the new layout.
Absolutely agree on the Slide tool.
Does Cinema has something like Wedge tool of Maya or Hinge from edge of Max? How is the Snapping system and Pivot manipulation in Cinema compared to Max or Maya?
Btw max team is working at a completely new and robust boolean modifier. Along with their state of the art Auto retopo solution will set up new standards.
Absolutely agreed, slide and symmetry need some work, especially symmetry, 3Ds max's symmetry system is flawless and quick, symmetry in C4d is sloppy, very slow, an instant symmetry would be great!
@@orphydiancg7759 Hi, wedge modeling in C4D is a bit cumbersome. Sadly the Matrix Extrude is just so close but not really welding the rotation axis points.
Workaround: Shift the axis to the edge of rotation using snapping (P) and Axis modification (toggle with L). Select the poly and go into rotation mode. Press Ctrl while dragging the rotation band to make rotated extrude. After starting dragging hold shift as well to enable quantized rotations. Repeat until final design is achieved
And still no snap update !! This is the most important part for architecture modeling.
C4D Snap system is useless.
@@momenkhalaf1 For me the Snapping in C4D is fine. What feature is missing for you?
This is just awesome! Thank you for the review ;)
And btw, thank you for all of your tutos that helped sooo much 🙏🙏🙏
Thank you :)
We need a video for you modeling this space helmet it look amazing.
around 13:18 in that case of using the bridge tool is there duplicated\overlapping geometry ?
How lucky I am and many others to find your channel!!! Thanks a lot, thanks to you I learned a lot!!!
Thank you very much!
ох я прям вздохнул с новым обновлением Cinema 4d аж слеза моделлера скатилась по щеке т.к. до последнего верил, что разработчики улучшат программу в сфере моделирования. Лайк!)
Dear PP, It seems that you are using a large monitor and therefore the icons and text on the tabs are not readable on our laptop. We need a 32-inch monitor to see it properly. Please consider that you need to record with scaling on your computer.
I was expecting a video from you right away about the new modelling tools. Killer.💀
Yeah, I wanted it too but it took londer than I tought to model/edit.
Very powerfull upgrade for modeling, love it
Finally only waited 13 years for this particular tool set. The last hurdle! and much easier than the Houdini solution!
Great vid, thanks for taking the time to go over the tools. Zremesher R26 does not behave the same as in your vid... set to Zremesher, the edges are not retained...I would love to model procedurally but can't seem to get this tool working correctly...
The tool is not stable, sometimes it gives great results sometimes not, this depends on your objects, if you have too many details and sharp edges, it doesn't work well.
nice! I was waiting for your video on the new tools :)
Fantastic! I really like your demo method. Fast, but you show what you are doing while speaking. Great little vid 👍🏻
Thank you very much :)
Omg it’s absolutely amazing tools!! Thanks for sharing, it’s time to upgrade!
Blender user here, Cinema4D modelling workflow looks extremely impressive! I very much like the non-destructive approach and the zremesh feature,
Yeah, it is getter better after every update.
Perfect use of the new modeling tools.💙💙
Thank you Merk!
3D modelling just got significantly easier.
Thank you! A quite assembled overview.
great video, the operator nodes are awesome for different tasks, I`m just wondering why you prefer them in this use case over the regular bevel and subdivider generator? As in both cases they would be procedural if I`m correct
Thanks, I just wanted to show them, no advantages in this case, but if you stack them with more complex nodes, then it gives advantages.
Man you always blow my mind. Thank you for these tutorials can't wait to update my C4D now!!
Thank you.
Great overview! Thank you
This is awesome! Cant wait to get my hands on this version
Modo has all this features till years. For modeling c4d is not my first joice.
Wow, this is freaking amazing! Had no idea how cool these new tools were.
This was very useful, thanks for your effort and please keep it coming with new modeling tools and tricks in R26
Love the new Zremesher, but still hate teh Boole tool. wish it was better somewhow
Thank you for your great videos and keep up the good work!
you have got brains dude! really good ones!
Thank you.
This video is amazing. thank you so so so so so soooooooo much
Awesome as always! I just don't find why my bridge tool is not connecting the 4 parts as you do at 12:23? On my side, it always goes from 4 poly to 1.. and not 4 to 4, any idea?
You should enable patch mode in the setting of the bridge tool.
@@polygonpen Thanks, you are realy one of the best. Great teachaing method!
wow! I just want to tell that, these days, new users are fortunate! when I was learning 3d modeling it wasn't easy like that. making a circle hole or tube on polygons was tricky, creating a 6 or 8-point circle over a polygon and snapping every point. If the surface isn't flat it will be hard, and a new automatic bridge tool that also bridges with corners wow it looks great too.
Yeah, exactly, I know the struggle just to get to model a hole.
Great video as always. I hope Maxon bring even more cool new modeling tools to C4D in the near future.
i was waiting for this bro
Very useful and fast modeling!
Awesome, you are always the best. Good break down on the new update.
the updates of the S26 are really very interesting, c 4D becomes very efficient for modeling . thank you very much for this excellent quality video, as always
Wow, as always great tutorial!!!! Thank you
I thought of you the first time I saw the new updates man,
Haha great :)
Like most of us 😁Well there are not that many hardcore C4d modelers left here on TH-cam. Elementza, John Dickinson etc they all switched to Maya/Blender.
I really hope to see the complete production tutorial of this helmet, which is as excellent and complete as the previous UAV tutorial!
I hope that to! Such a nice looking model!
Yeah, I could do it, why not!
@@polygonpen Your tutorials always teach me a lot of important techniques and experiences, thank you so much!😀
Awesome :)
Thank you sir. You are the best 👏👏👏
Very impressive ! I wait for upgrade with the R26 version of c4d as soon as possible !!
how the subdivide node differ from Subdivision surface object? its faster? also after the Connect object added after the Boole I get weird shading. How to avoid this?
9:27 FIT CIRCLE 圆形挖洞收缩
The Viewport Materials on the helmet are looking so nice and the new tools are amazing! My favorite tools are: fit circle,set flow and the close Polygonholes. But the other stuff is also nice and so useful! I hope that Maxon will add more tools and improve the modeling even more in the future! But if things continue like this, Cinema will become a modeling beast in the future. I like it. The new changes also make it even easier to work with Max at the same time. I like both programs so much. I would like to see Maxon and Autodesk work together in the future and combine both programs like C4D and After Effects. But unfortunately that will probably remain a dream. Thanks for the video. I'm looking forward to the modeling tutorials with the new tools!
Thanks for the opinions, more tutorrrials are coming!
I am new to scene nodes... How do you get the Chamfer and Subdivide to show in the objects panel?
You select them from asset browser and drag them under object.
Thanks . You Are my Hero :)
My dear, very thank for tutorial,You are the best ever
The Integration of the z remesher is just wow
Good news for beginners of Sipodi.I would appreciate it if you could actively create a tutorial using the new modeling function :)
This is amazing! Thank you so much!!!
Great display of these tools. A real pleasure to watch these on the Viewport with materials applied like others mentioned. What the Fill hole with Quads mode used to do previously?
What other tools you think are still missing?
Do you think the Boole object or boolean workflows can be enhanced more? How is the Snapping system in C4d compared to 3ds MAX for ex? Does the Slide tool in Cinema is constraint only to an edge or respects a face surface or normals as well? I'm hinting at Max transformation constraints modes: edge, face, normals if you don't know what I'm talking about!
Thanks, in older versions, there were only ngon/triangle/quad options close polygon gole tool, which were totaly usules.
Booleans work great, snap system workd great as well, at least for me, I think more improved and quick Symmetry would be better.
What was the quads version used to do? Asking because grid fill and quad cap fill are used interchangeable in 3d. Also, does C4d has something similar to Maya Multicut?
Quad version was similar to triangle one, not very accurate and yes, there is something similar to multi cut in C4D.
Thank you so much for sharing this. Do you have or know of a workflow to transfer this base mesh to Rhino to make a solid? Could it be something like importing the mesh and then converting to subd? Or do you think I'd have to rebuild it with Rhino tools? Thanks.
I don't think this could be converted to solid/nurbs, you need to model it from the ground.
@@polygonpen ok, thanks.
Can I ask what is the advantage, if any, of using the Chamfer & Subdivision nodes, instead of the 'Bevel' deformer & 'SDS' Generator ?
I can think of the disadvantage that older Cinema versions won't open the model correctly. But perhaps there are advantages also ?
There are not many advantages in these particular examples, I just wanted to show that there are alternative ways, but there are advantages if you want to add more nodes/capsulaes under an object, stacking different precedural nodes creates big advantages, there are more nodes than simple bevel and subdivions, there are alos comlex ones.
@@polygonpen Thanks for the reply, that gives a good insight
@@graeme6539 No problem.
Fab - many thanks for sharing!
Wow great modeling! Great video. Did you use the polygon flow tool?
Thank you, I didn't use it much, I used heavly Zremesher and fit circle tools.
Thanks for the video 👍🥞
fit circle, que ferramenta otima! zremesher igual a do zbrush?
Sim
My man. Thank you!
fantastic job 👏🔥
Hello, what kind of modifers do you use there? I don´t know this. I used cinema in the past at version 12 or so. did they changed the modifersystem? It looks like in Blender. Is there anywhere a tutorial how to use the new system?
Hello, in the latest versions, they brought new modeling nodes, they are simillar to existing deformers but now you can use the node system to model procedurally, also you can use them in the layout/under the objects too.
I love this channel :)
Will you be using Z-Remesher more in your upcoming modeling tutorials? Also, as someone new to modeling would you recommend that we just going ahead with boole operations and other shortcuts now that Z-remesher can help create perfect topology, or would you still recommend taking the time to learn it the more manual way?
I will be using Z-remesher but I will not rely on it all the time, it has flaws, for example it gives you very high poly meshes, more than necessary, also in order to get good reslut with Z-remesher or to be a good modeler, it is essential to learn traditional ways to model in perfect topology, you need to learn it without a question.
@@polygonpen Yeah that makes sense. Thanks for your reply
@@aemofo No problem.
@@polygonpen ...Hello, I read this post of yours,
*''IT IS ESSENTIAL TO LEARN TRADITIONAL WAYS TO MODEL IN PERFECT TOPOLOGY, YOU NEED TO LEARN IT WITHOUT A QUESTION''*
which highlights an extraordinarily important thing to talk about at this time in history, and one that is talked about very little.
It would be very important if you would also give your point of view. Especially an entire video.
Currently there are tools that make modeling somewhat easier, such as Plasticity, and in the near future also SDFs will be trendy. Not to mention high polygon count modeling developments, which are very effective in hardsurface modeling without curves, or programs and addon based on ngons.
Polygons/subd are the hardest thing to learn.
It is also the slowest and most time-consuming method of modeling.
Beautiful, but HARD, SLOW.
So the question to think about is, why should we learn subd, and then also continue to waste time doing it, if soon there will be easier and more direct tools to achieve the purpose?
Please highlight today, in 2023 (with AI who is about to enter into 3D art), why subd and traditional techniques is still great, compared to others, whether it will have a future, etc.
Does c4d ha some kind of indie version or smt cheaper for freelancers? its price is huge
I don't think so :/
are you using both S26 and R25? if so how are you doing that? Do you pay for both or are you able to use both?
İf you have subscription, you can download any version.
@@polygonpen I see thanks for the reply!
@@HiredGunGames No problem!
Thank you!
After Maxon bought zbrush, zbrush-tools are now integrated into cinema. Thats it?
Yeah, kinda I believe, it is just Zremesher as far as I know.
Thanks man!!
im still using R17 and R21 lol but this is amazing
Please, as the number of models increases in the project, the program stops working, knowing that the size of the elements is very small
Thank you 🤩
the new tools are very welcome, there are still tools to introduce in order for c4d to compete with 3ds max or maya, first one and the main one is Normal vertexe adjustments and preview, i order to view and manipulate the vertex normals (manipulate single and all - copy from a mesh to another - symmetry and so on ) and naturally a more powerfull baking system to work with this first tool, another tool is the constraints, been able to rotate an edge on a curvey mesh while still bounded to it, nothing to do with the slide tool here, another tool is maybe a modifier/capsule that is equivilante to the editable poly from 3ds max, you can see that the correction deformer is maybe a foundation for somthing like that or maybe it could be a nodal capsule under the hud, why having a super power as a nodal system Newcore and not fully utilizing it, Nitroman did somthing similare to this with his History plugin, selecting every nth and more complex selection methodes to add, another one is symemtry, now when i see people talk about symmetry they alwayse seems to forget that C4d has a more powerfull built in symmetry than maya, that one you use exclusifly in sculpting mode, maxon have only to reintegrate it under all modeling tools, adding to that the obvious changes that are required to the Symmetry objet, last thing on my list is the Uv anwrapping, the things to add/work/update here are in no need for clarification, the only thing that i can add is to maybe make it live in a way that you do it along side the modeling process, i want say a Pie menu system it would be awsome but that maybe asking to much, Thats it, Only than C4d would be in the same league as the big Boy's and still have to constantly introduce adjastments and so on.
Ps : You may ask why pie menus -- If done right pie menus will let you utilise mograph for modeling in a more faster way making c4d a myth of a software.
Yeah, I aggree on Symmetry, it is better than Maya but bot better than Max, Max's symmetry is really fast and responsive.
For edit poly deformer in 3Ds Max, you can use nodes to create something similar, it is complicated but you can do it.
@@polygonpenthey can be two different things (talking about symmetry) the sculpting one can be used on top of the symmetry object, so the enhancements would be, symmetry object to compete with 3ds max symmetry, sculpting symmetry to add on that, you can activate temporarily symmetry (sculpting one)on a specific tool and go to a specific polygon and make your woking grid there and you use that symmetry there according to that grid, all of this can be added on top of an already applied symmetry object, so you can work with two types of symmetry in the same time, just imagine what you can do with that freedom, literally no software can dream of doing such sorcery, but here you have maxon sleeping on a mine of gold just like that...
Man, this is so complicated, I don't think they would do this but let's hope :)
I've never got a good result by using that "Voume Builder" tool since the first day it appeared. Never! It makes your mesh like ladderlike ugly bad topology. I am not sure but I hope that new "Remesher" tool works fine.
Yeah, it workd great with Volume objects.
Awesome!
New Subscriber here, Awesome content. Will you also upload a video showing us how to utilize these modeling tools for example model a complete object from start to finish :) Thank you.
I have many actually, more advanced ones are on my Patreon and Gumroad.
Perfect!!
Which app are you use for modeling pls tell me sir
It says in the title, Cinema 4D.
some tuts or just tuts but this one is a lesson
Love from Nigeria
fantastic!
Thanks!!!
Caramba man, muito bom!
Nice video
Thanks ✨🤍✨
Thanks a lot
Big update for cinema 4d, but in many cases these New modeling tools were available in blender long time ago. And for me blender is better for modeling, for Hard surface modeling i suggest you blenders Hard ops addon. The idea, is mantain a low poly model without remeshing. Z remesher is an useful and powerful tool for automatic retopology.
amazing
YES!!!!
nedenini bilmiyorum ama terimlere aşinalık heralde genel ingilizceni çok rahat anlıyorum. başka ingilizce videolarda böyle olmuyor "as you can see really god result " :D
:D Aksan heralde, gitmeyen aksan.
@@polygonpen Result is flawless though. 😁
Yeah :D
top class
Your audio is very boomy... thanks for the upload.
Yeah, I know that, I am trying to fix it!
I wonder how many decades it will take Maxon to address their abhorrent texture baking system.
Yeah, it is completely broken and outdated, like 20 years of outdate.
♥
still so far behind blender though
New Cinema 4D UI is ripped off from Blender completely: design, layout, concept, even some icons are stolen.
Dude, the spline system in Cinema 4D is centuries ahead of Blender. Not even talk about animation and mograph features. Get real!
Yeah, and it's only available on subscription. No thanks, I think I'll stick to my perpetual licence.
All of those "new" tools(Circle, Bridge, Fill, Spacing) where bundled with Blender from 2016 in form of LoopTools and GridFill, it's a ripoff.