Shane Benson’s addition to his tutorial series looking at modeling objects with Subdivision surfaces in Cinema 4D and here, Shane provides an overview for managing HyperNURBS nesting with the Object Manager in Cinema 4D.
6th part of the series, dealing with nested hypernurbs and Object Manager hierarchy
Shane notes that when using HyperNURBS in Cinema 4D when modeling, it might be relevant to split off parts of the model, and this will create a child of the object in the Object Manager. Shane provides an overview of what exactly is going on when you split a hyperNURBS object in Cinema, and also some tips for managing the nested hierarchies of HyperNURBS shapes.
Check out the previous posts in this series:
If you need to catch up to the rest of the series on Sub-D Modeling in Cinema 4D, check out the previous posts:
- SUB-D MODELING IN CINEMA 4D CREATING TRANSITIONAL GEOMETRY TO EXTRUDE ONE SHAPE FROM ANOTHER
- SUB-D MODELING IN CINEMA 4D CREATING 180 DEGREE CUTS TO REDUCE ARTIFACTS
- SUB-D MODELING IN CINEMA 4D CREATING HOLES IN SHAPES AND OBJECTS
- SUB-D MODELING IN CINEMA 4D SYNOPSIS OF QUADS AND TRIANGLES
- SUB-D MODELING IN CINEMA 4D AND THE BASICS OF HYPERNURBS
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