Cinema 4D / BodyPaint 3D Program Documentation Tutorials Mechanical Modeling Tutorial Subdivision Surfaces Modeling A Working Example of Subdivision Surfaces Modeling
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

Selecting the Correct Object for Modeling

The Subdivision Surfaces calculation follows a simple, basic principle. The edges of the object to which it is assigned are subdivided equally and the additional points created in this process are used to round the shape. Even though only quadrangles are generated their structure differs depending on whether triangles or quadrangles are used to smooth the polygon object. The same applies to the n-Gons, which in turn are replaced by triangles or quadrangles by the Subdivision Surfaces. If n-Gons are nevertheless used they should be limited to regions that lie on layers.

Since we will be modeling a spherically-shaped object it stands to reason that we would use a Sphere Primitive as our base object (Create | Objects). The Sphere Object’s default two-pole structure allows us to easily trim the shape in order to create a round opening. The only disadvantage is that the pole regions consist of triangles that will result in creases being created when a Subdivision Surfaces is applied. The Sphere object’s settings contain a Type menu with several sphere types from which to select. One of these is the Hexahedron. If selected, the Sphere object will be made up of quadrangles only - ideal for use with Subdivision Surfaces. However, the surface subdivision will no longer consist of those practical horizontal and vertical segments. Ideally, a mix of both types would be better.

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