Altering or deforming Moi objects in a polygon app (C4D)

 From:  Michael Gibson
3238.11 In reply to 3238.8 
Hi Leonard,

quote:
Yes. One way to make wrinkles in C4D is to make cuts with the knife tool, set a bevel to the edges and pull the edges. Also, I want to take portions, areas or sections of vertices and bend them. The idea is to make the "perfect" object look used such as the chaise longue headrest below.

It can be better to try and use displacement or bump mapping at render time to do that rather than modeling little bumps directly.


For many situations the output from MoI will not be very well suited for individual vertex level manipulation, but for your particular case where your headrest has a simple structure made up of one larger surface, that will probably generate some good output for vertex manipulations in that particular area of your model, because the mesh will have a nice regular topology in there.

If you want to do a lot of individual vertex adjustments right in an area where there are many edges and surfaces coming together in different ways (like at booleaned intersections), then those places are not as good for vertex editing and that's when you would probably need to think more about retopologizing, or possibly creating the model in polygons from the start with a vertex adjusting friendly topology from the beginning.

For your headrest though that should be fine I think with just a denser mesh generated by using "Divide larger than".

If you want to only generate a dense mesh on just the headrest, you can select it and use File > Export to write just the headrest to an OBJ file - Export will only write the selected objects to the mesh file.

- Michael