As there is a severe lack of resources for cutting edge real-time asset creation workflows for C4d and as we use C4D for games I felt the need to give something back to the community, especially as it took me many years to learn how these things all work. (Link below)
Hopefully this helps other people and I hope MAXON will push more towards realtime modeling and baking workflows as real-time seems to be the future even for movies and VFX with the lines continually blurring, Plus it turns out that C4D surprisingly has very strong advantages in many areas over the typical real-time Modeling softwares (Blender, Max, Maya) nobody seems to know about in these circles.
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https://polycount.com/discussion/212367/cinema-4d-for-game-art-game-development-resources-c4d-vs-blender-or-max/p1?new=1
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Additional Notes:
C4D Has surprisingly many advantages over other software even for realtime / games and its smarter workflows can be leveraged for big advantages that were not so apparent at first, in our comparisons inhouse with Blender it did win strongly overall but is then sadly roadblocked by a couple of key issues:
- Lack of multi object UV editing (by far the biggest issue)
- Lack of Split Phong by UV splits (Essential for Baking, saves a lot of work)
- Lack of Face Weighted normals modifier (Popular and powerful current gen workflow - please add a angle based setting to Bevel modifier)
- Lack of Usable Internal Normal / Curvature Baker (not a must have tho but baking curvature could also aid the others / MoGraph guys a lot)
We have a successful game modelled entirely in C4D with 95% rating and hundred thousand players, if anyone from MAXON is reading this, please message me if you want a report on pitfalls/C4D marketability for cutting edge realtime workflows, I would be very pleased to help.
Edit: Added new Video