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3D printtaus ja C4d – 3D printing in C4d

19 Sep

3D printing in general:

Shapeways

Imaterialize

Materialize

Materflow

AM Finland

3Ders

Mini Factory Innovator

Modelling guidelines:

  1. Textures don’t transfer to 3D printer
  2. Loose the phong tag and increase the subdivisions on the model
  3. Make sure you have only ONE model on your scene.
  4. Work on real world unit scale (Preferably mm – Project settings, Preferences, view clipping)
  5. Clean up your geometry (Mesh checking – Shift+M – Project settings/mode/modelling/mesh checking)
    1. Keep the model watertight (boundary edges); The model needs to have depth
    2. Keep normals at the same direction
    3. Avoid intersecting objects (connect by boolean, magic merge)
    4. Avoid non manifold edges
    5. Avoid too narrow areas
  6. Save as a STL-file
  7. Brims, drafts, drain holes

Tutorial on preparing models on 3D printing

Tutorial on fixing non manifold edges on your model

Add a comment of a nice example of 3D printing you found here on the comments!

Creating a logo by using AI curve

28 Jan

Tee käyrä käyttämällä AdobeIllustrator-ohjelmaa

Huomioitavia seikkoja:

  1. Käyrä kannattaa piirtää dokumentin kokoon (resoluutioon), kuin lopullinen C4d-projekti tulee olemaan. Eli tässä tapauksessa HD-resoluutioon 1920×1080
  2. Piirrä käyrä
  3. Muuta ääriviivoiksi (outline), muista, että C4d ei ymmärrä fillejä tai strokeja
  4. Keskitä logo dokumentin keskelle (window align), keskitä myös kursori dokumentin keskelle
  5. Vältä päällekkäin meneviä käyriä – jos logosi muodostuu useammasta käyrästä (esimerkissä oli ensin teksti keskellä ja sitten kehykselle oma käyränsä), tee niistä erilliset tiedostot
  6. Tallenna Illustrator8- tiedostomuotoon

Siirry C4d:n puolelle

  1. Tuo käyrä tiedostoon käyttämällä Object-managerin File-valikon komentoa Merge objects. (Älä missään nimessä muuta scale-attribuuttia tuodessa tiedostoa)
  2. Jos käyrä ilmestyy jonnekin muualle, kuin keskipisteeseen, keskitä käyrä origoon
  3. Yhdistä käyrät (mesh-conversion-connect)
  4. Venytä käyrät käyttämällä Nurbs-valikon extrude-komentoa, jos viet sisään useampia käyriä, muista laittaa päälle extrude-komennossa vaihtoehto hierarchical
  5. Lisää pallo tiedostoon (radius 200)
  6. Käytä wrap-deformeria, jotta saat objektin taivutettua pallon päälle. Voit muuttaa muotoa pehmeämmäksi vaihtamalla käyrän Attribuuttieditorissa käyrän muodon muotoon uniform ja lisäämällä siihen pisteitä.
  7. Ryhmitä kaikki elementit yhteisen null-objektin alle ja nimeä logo

Use AI to create a curve

Things to consider:

Draw the outline of the logo in Adobe Illustrator CC.

  1. Make a document, which is the size of the final C4d-project. In this case the resolution should be HD 1920×1080
  2. Draw a curve.
  3. Convert the curve as outlines. C4d doesn’t support fills or strokes.
  4. Align the logo and the cursor to the middle of the document.
  5. Avoid overlapping curves. If the logo has multiple curves (for example text in the middle and frame around it), save them as separate files.
  6. Save as Illustrator8-file.

Move to C4d

  1. Bring the curve to C4d. That can be done by using the File-Merge Objects command in the Object Manager. (do not change the scale attribute while importing the file.)
  2. If the curve doesn’t show in origo, place it there by using the Move Tool.
  3. Connect separate curves if needed (Mesh-Conversion-Connect)
  4. Venytä käyrät käyttämällä Nurbs-valikon extrude-komentoa, jos viet sisään useampia käyriä, muista laittaa päälle extrude-komennossa vaihtoehto hierarchical
  5. Lisää pallo tiedostoon (radius 200)
  6. Käytä wrap-deformeria, jotta saat objektin taivutettua pallon päälle. Voit muuttaa muotoa pehmeämmäksi vaihtamalla käyrän Attribuuttieditorissa käyrän muodon muotoon uniform ja lisäämällä siihen pisteitä.
  7. Ryhmitä kaikki elementit yhteisen null-objektin alle ja nimeä logo

 

Modelling Principles

21 Sep
  1. Get reference material (draw, cut, paste, scan, photograph) – brainstorm, moodboard
  2. General 3d reference:
    1. GFXartist.com
      Digital art community website with news and user galleries
    2. CG Talk, CGchat, CG Challenge, CG Channel, 3D Festival, Highend3D
      General 3D industry news, discussions and competitions
    3. Morguefile
      Morguefile is a term for post production work used for reference, this site contains free high resolution images for corporate and private use
    4. Imageafter
      Free, high resolution (1600×1200) textures and reference images
    5. Anatomy pictures for 3D artists
      Anatomical reference pictures, model sheets and scanned fine art tutorial books
    6. Reference image archive
      Reference pictures in many different categories
    7. Cartoon Animation, by Preston Blair
      Animation book by late Disney animator Preston Blair, available freely online in digital format
    8. Lucasarts – Demo Reel
      An informative guide to what employers such as Lucasarts want to see in a demo reel
  3. Make a MODEL SHEET
    1. http://animationarchive.net/Model%20Sheets/
    2. http://livlily.blogspot.fi/2010/11/model-sheets-production-drawings.html
  4. Starting modelling
    • Top10 tips on modelling
    • Start by using one of the orthographic viewports (when the precision or accuracy is needed)
    • Use a reference image on the camera (background image) or on the plane
      • You aren’t required to create and use a reference but it does help because it lets you concentrate more on creating the actual structure of the model instead of the design itself.
    • How to start?
      • Modify a primitive (e.g. Cube, Cylinder, Sphere etc.) or NURBs object – box modelling (faster and more commonly used)
      • Draw polygons – point modelling (offers more control over the wireframe model and allows for more precise modeling)
      • Draw curves – use as a base for NURBs model
    • Model each element, which has a different texture as an individual object. Except when modelling for games, when one single mesh is preferred.
    • Tools & techniques:
      • If an object is symmetrical, you can/should model only half of the object and then mirror it across an axis to the other side. You can use a symmetry object. When finished, the symmetry object should be applied to the object.
      • Use subsurface modifier to smooth and subdivide the mesh.
      • Mesh modelling tools (download the tutorial)
      • Surface creation tools
      • Sculpt
  5. Modelling rules
    • Start with a simple geometry (low poly) and add more geometry as you go along when needed
    • Subdivisions: It is important to plan the subdivision of your polygon mesh. Having too many points leads to an overloaded mesh and too few points results in faulty deformations. A lot of practice is required in order to be able to correctly plan a mesh. But don’t worry – you can always remove edge loops or add subdivisions as needed in order to create a usable mesh.
    • Models which appear closer to camera need more detail than objects further away
    • Topology:
      • Try to keep polygons as four-sided (quads) and loops as continuous. Avoid star-shaped polygons.
      • The goal is to create a shape whose edges are as uniform as possible and subdivided correctly. If the structure or points are not aligned correctly creasing and overlapping or intersecting polygons can result when the object is deformed or smoothed. Picture your structure as a grid that covers your entire model. This grid should be as uniform as possible (uniform number and shape of polygons along adjoining parts of the model) and the polygon loops should be positioned along those regions that will later be deformed.
      • Avoid overlapping geometry (vertex, edge, face) (optimize)
      • Check that the polygons are all pointing the right direction – normals are pointing outwards. When the faces of the object are selected, the polygons which are the right way around are coloured orange and the polygons, which need to be turned around are coloured blue.
      • Rules explained