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Showing content with the highest reputation on 02/22/2024 in all areas

  1. You may be forgetting that with Loft objects the resolution is not derived from source splines but from the object itself. Massively increase U segments in Loft Object... I don't like this method for doing this sort of thing because it is quite difficult to get (and verify) identical segmentation on each side unless you symmetrize later. Also note distribution of edges, which is kinda arbitrary and not that great if we're honest. By the time you have sorted that out for regular spacing and whatnot, you may as well have modelled it from polygons with symmetry and got a more usable base going forward ! If we definitely want to use splines, then Extrude is the better generator because that does take its interpolation and point counts from the spline, and it is trivially easy to add the little ridge bit on one end later... Of course if you need splines for further modelling tasks you can still use the ones you have, or generate them anew from your evenly divided model using Edge to Spline... CBR
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  2. Release notes for latest version (2023.3) https://support.maxon.net/hc/en-us/articles/8658038724124-Cinema-4D-2024-3-February-21-2024
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  3. I import cad data most days for my job, here's my 2 pence. Forget about materials. CAD software can assign a colour, maybe apply a basic 2D image, but it doesnt tend to go much beyond that. The materials youll get through into c4d are pretty much going to be a slab of colour; in short you're going to have to remake and apply materials no matter how well your cad data comes in. What you want from your client is either photos of the product and you do it by eye, a physical sample and you do it by eye, or some sort of CMF document, Colours, Materials, Finishes. It will list stuff like "Black PET plastic, MT10020 textured finish, semi gloss" for each and every part. You can then go through and apply materials as needed. This document will be what they send the factory so they know how to make the product. File formats, step is the best youll get. it bundles everything into one file and sometimes gives you base colours. It also means you can select the polygon count yourself. Explore the import settings!, dont just take the defaults and expect nirvana. You can import materials from cad materials, from cad groups, from cad layers, it depends how the cad guy made the project in the first place. You can also define polygon density; some advice there, set angle to somewhere between 30 and 5 degrees, then play with sag, this controls how polys are added across larger curved areas and not just the corners. 20 degrees angle with 0.02 sag can give a good high quality finish without going mad in rounded corners. Increase sag for few polys on large curves, 0.03, 0.04 etc Work cad cleanup into your time budget. For a hero product (keyboard, mouse, computer case) we will take a day to tidy the object list, get all the pivots and groups ready for animation and to texture the product.
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  4. Thanks everyone. I will look into InstaLOD but it seems like what I've currently got in the best method. I also have access to PolyTrans64 with their Granite plugin that lets me export to STEP/save as C4D, unsure if that is the same type of program but it's what I've used at least in the past before C4D allowed importation of CAD. Just wanted to make sure I didn't begin all this labor needlessly. Every time I come back to animating a CAD I feel more and more strongly that I need to learn modeling and also learn more about a particular CAD program so that I can make changes. Kinda overwhelming, been putting it off for years, but it seems that this necessary at this point. Thanks all. I'll do what I can with what I got for now. Have a nice day.
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  5. Never tried, would require some research. https://docs.unrealengine.com/5.0/en-US/hair-rendering-in-unreal-engine/ Looks like people are using baked hair via alembic mostly.
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  6. While I appreciate Dave's teasers slightly in advance of a release, I still wish Maxon would publish a fuckin' Roadmap already (Sorry about my french). We're grownups, we can handle a certain degree of uncertainty. But I really need to plan ahead in terms of technical development and Maxon gives me almost nothing in that regard. In other words: Please, just tell me I don't need to pay for another year of x-particles.
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  7. small QOL features for efficiency. Things like having modeling features such as bevel and edge loops actually use the scroll wheel to add/reduce subdivisions or loops. It's 2024, we should need to move our mouse away from our model to touch ANYTHING in an attributes panel on on screen UI specific for tasking like this. Modeling mode. Once you're in points/edges/polys mode... dear lord don't force us to use "M" or "U" to select ANY MODELING TOOL. That crap is redundant. C4D should see I'm in a component mode therefore I want to edit the model with modeling tools. Snapping.. make it better. See Maya, Blender and Max(?). UV tools and official support for UDIMs. 2024... UDIMs. Relax and welding brushes in UV. Texel Density toolkit built into C4D. This one won't last forever... https://arsen-ch.gumroad.com/l/texel_density
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