Modelling Rivets over a curved surface
Im trying to model rivets over a plane engine. I want it to be geometry so no RS Displacement or a Bump maybe better a cloner over the surface? I sitll haven t find a good way to make it avoiding hardsurface modelling
How would you approach this in either Redshift or through modelling?
I attached 2x references.
There are several ways. I assume you would like to do it with Cinema 4D. ZBrush has different tools to do that.
In Cinema 4D, ideally, the Polygons allow for that, which is, of course, not always the case. Then the Polygon Pen can help.
There are more options, but perhaps that might work already.
Other options are UV-based (Projection) or Spline based.
All the best
P.S. Here is an example: the Rivets are larger than in your example, as it is just a demo.
What is missing in the image is the "age" treatment, or as I was introduced two decades ago to that concept by an ILM artist, "when things enter the world, they change and get worn out", but that is for another thread. I only want to say it here as this example is more of a demo for new rivets.
The HDRI file:
Is in the Asset Browser.
I tried to keep the material as simple as possible. It is easy to get crazy with nodes and fun to do, but that is all processing and defeats the idea of a fast rendering engine, from my point of view.
@Dr-Sassi Thank you for sharing the scene. Very clever way!
Actually I need the Torus to be parametric (stay as primitive) in case I need to adjust its shape and proportions so added a correction deformer to have access to the polygons without baking the Torus.
@Dr-Sassi This scene is definitely better in terms of finishing. Again, trying to make the Torus stay as primitive and also keep the bevels in place but I get a clear idea on how I can achieve the result I need. Many thanks for your help.
You can do that with a copy, which needs to be editable. The selection of that polygon object can be used for the parametric version. The selection is Polygon ID-based, so changing the segment amount will not work. But if you need a higher density for the Torrus, perhaps place it into a Subdivision Surface.
Yes, there are limitations about how far keeping things can be parametrically; it is certainly a balance between initial effort and post-effort.
If you are in the U.S.: Happy Thanksgiving.
In any case, enjoy your day
P.S.: Here is a little demo of the Surface Deformer suggestion from above:
Adjust the Surface Deformer settings to see if that works for you.
@Dr-Sassi Thank you! Very helpful.
Dr. Sassi last edited by
You're very welcome, life-board.
My best wishes for your project