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Showing content with the highest reputation on 04/29/2023 in all areas

  1. pm question - "How to find corner polygons?" Set as modifier in OM Graph is simple 170_Corner Selection.c4d
    2 points
  2. This uses the Boolean Intersection technique ive described on youtube but combined with Volume builder twice to finally create 1 click edge damage concrete the proper way. This of course also works for other materials. It took me a long time to get on the right track to get the concrete technique right to not make it look wrong. The key is to try keep sharp edges and a flat surface mostly, but options for holes and grunge are there. How to use: Just drag any mesh there, thats it. Make sure the mesh is closed, otherwise you will need to go to the volume builder and enable the "optimize and close holes" which makes it much slower however. Tips: You can tweak the top volume builder Dilate and erode settings for surface details or sharper softer outcome. You can tweak the bottom volume builder to change the edge damage. Also try increase Iterations in dilates and erodes. Total calculation time is a couple seconds only on my 12900k but the boolean is the bottleneck and can get laggy, however I do a mesher reduction and polygon reduction to optimize. I think this could be further optimized by using the boolean from the Nodes system which I strongly assume is multi threaded (Edit: there is no geo boolean in nodes yet?), but I haven't gotten to that yet. If that were the case, you could feed this much more powerful things. You can also try high quality boolean. You can also drag multiple meshes at a time. Test settings on a small mesh for performance always. The polygon reduction on top does a good job in making game ready meshes as well, also applies vertex colors for AO and edges ready for shaders to be used within engines such as unity or unreal. Recommended process is: - Drag in, wait - Create instance - Collapse instance - Drag instance into poly reduction (tweak if wanted) - Create instance of poly reduction - Collapse poly reduction - Export mesh with the vertex colors / Use in production But do as you like, the mesh is there. Edit: I should also upload this to downloads Download below. Shrikes Damage Generator.c4d
    1 point
  3. For some reason I am not aware of, OTOY's YouTube channel features numerous videos about an independent project called The Roddenberry Archive. Their mission is to recreate all original designs of every Star Trek production Enterprise ships and Bridge Control Rooms concepts. In one of their videos (5:36) I caught a glimps of the software they used for modeling.
    1 point
  4. R-click the material tag in question and choose generate UV coordinates. That should hammer down whatever that tag is doing into a new UV map. CBR
    1 point
  5. On the contrary. In fact most CG sculptors use PC's. The difference from the rest of us is that they use styluses. A medium-grade Wacom can work miracles. No mouse can replicate a good flow brush-stroke no matter how far you set the Stroke Smoothness. Plus you won't rely too much on keyboard shortcuts as Wacom let's you assign commands to your stylus or pad buttons. So depending your type of work you can set your 5 most used actions literary on your fingertips, drawing, pushing, erasing and changing your pen's width seamlessly. As for the UI you are right. For me it's too crowded, the letters are too small, size slivers are almost pixel-sized and not all buttons have the same size. It's like old Blender but in orange. I think the UI gets harder as you increase your monitor resolution. I haven't used ZBrush since 2012. All I know is from videos with Elli
    1 point
  6. It is a unique beast under all the DCCs indeed. It does things in its own way yes. The reason for that is that it originally was a 2.5D painting program that later added full 3D Workflows and never really redesigned itself for it. It took them 20 years to implement a gizmo ;). But its power also comes from that origin. I myself hope Maxon turns it onto its head and rebuilds UX. But there are also long term user who exactly like it the way it is. Difficult to say. Where do you get stuck?
    1 point
  7. Discord doesn't do it for me either. A forum like this is a useful repository of info that is generally easy to search. Good luck with that on Discord.
    1 point
  8. Discord will never replace forums. Discord at best can be compared to a FB group discussion page. The only difference is that there are multiple discussion sub-threads under the same group. There is constant news feed in each thread. This is the nature of discussions there that there's really not need for searching far back in the dialogue to find something specific. It's like having Core4D's Sub-Forums like Cinema4D/Houdini/Blender act like single threads, if more than one people asked something our dialogues would be tangled and hard to keep track. Forums like Core4D and StackExchange that work in a Question-Answer model cannot be supported by Discord. Discord is an unconstructed Forum. It's basically chat rooms.
    1 point
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