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Everything posted by Cerbera
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More radial segments required to establish the curvature, and prevent that tearing. And lets not be creating degenerated / concave error-state polys like that inverse kite you have circled above...those support loops have got to make it out all the way to the edge, AND do so evenly. So whenever we need to do hard rectangular edges from essentially circular topology we either have to use a LOT more segments in that circle, so we have inner edges to support those hard angles OR we can just use SDS edge weighting instead of control loops, which means we can work a bit lower poly, and just have to select a few edges to weight... CBR
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There are easier ways to make this sort of thing, but in the case of this specific hat, not much that gives the same level of control over individual pieces as placing them 1 by 1. We could, for example clone a hexagon in Honeycomb Array Mode to make a giant flat sheet of them, then Spline wrap, Deform, and FFD it into the shapes you need for the hat, which would be 3 patches of them, one for the top, one for the brim, and a third for the sides. But the difficulty with that method is creating a perfectly circular array of hexagons of that size. Although 'Circle' is one of the forms offered by Honeycomb Array it is not the sort of perfect circle this hat demands, so individual placement might still win at the end of the day if you want to avoid boolean operations there. Another way would have been trying to do it with textures and displacement, which I think would be feasible, but not necessarily that much less effort, and that would present its own unique set of problems to solve, not least the problem of needing pretty much zero distortion in the UV unwrapping so that no hexagon become 'stretched'... CBR
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Base modelling of hexsphere (with enough surface ego to bend / deform nicely) then Honeycomb cloner / connect, create the border sections, then add thickness, then make editable, place under Fracture to get effector based functionality back. CBR
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Hmmm. No, you can't really give those pieces a rounded top surface (more than what bevel or smoothing deformers can do) because the geometry they are built from (generated by VF) is entirely unsuitable for that, being as it is exclusively ngons and tris, and at woefully low resolution. If we want specifically rounded geometry or a bulging effect in certain parts of this model I would have to postulate that this rules out VF as a feasible way of proceeding, unless SDS or Live ReMeshing can save the day, which seems unlikely. Of course you haven't really said what you are trying to achieve overall, so largely impossible to advise what may work instead ! But in answer to your other question, the VF pieces are already individually addressable I think. At least you can see their indices if you set Transform Mode to Index, and those do respond to Mograph selection tags. For example, here I am able to show the indices and nominate 2 of the pieces to be hidden by a plain effector's visibility parameter and controlling field... CBR
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Welcome to the Core ! 🙂 Please upload images via the cafes upload system rather than bouncing out to externals. That is a very tricky thing to unwrap ! You don't have enough seams in there at the moment for it to be able to unwrap it without massive distortion / overlapping UVs, which may be the root of the problem. TBH I don't know if I would try and UV unwrap this unless I had to for a very specific painting job. Instead I would use Tri-planar mapping, which unfortunately doesn't exist back in R14, so you'd have to make a Triplanar setup yourself using layers / vector shaders etc. There is a tutorial for that, which I'm damned if I can find now... But if you are going to unwrap it as per your current plan, you need additional seams, as the ones you have are insufficient for that to be able to relax, certainly in the case of these 2 islands marked below. A just needs 1 big additional seam, and B should probably get split down the centreline, and projected from each side. I would map this for you, but no version I currently have will open as far back as R14. CBR
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That sounds like a bug to me. If you provide the file I can report it for you... though don't rate your chances of them going back to 23 to fix it now... CBR
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Please fix your profile so we are not giving out the wrong version info... Ok, I think that is down to a conflict between your spline wrap, which commands the text to align to and wrap along that spline, and then the plain effector tries to move the letters off that position, which I suspect leads to this unpredictable behaviour. That might be tricky to solve because we are unable to alter the priorities of the wrap or the effector, and the known screen update issues that can happen with certain setups when navigating the timeline. The solution then, is to get an editable copy of the Text object (Current state to Object etc), bang that in a Fracture, and make your effector control that instead, thereby eliminating the wrap, and in theory the conflict from the equation... Also I had much better results with that using a Linear Field rather than the box one. CBR
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Loose rigged position all the time after saving
Cerbera replied to Stephan Harmanus's topic in Cinema 4D
Welcome to the Core 🙂 Please complete your profile before asking questions, and upload the scene file so we don't have to spend the first 5 posts working out which version you have, and how you have made the model / rig ! Very hard to work out what is going on from 2 screenshots. CBR -
Just to clarify / expand; that is not to say that the sculpt brushes don't work on meshes without a sculpt tag - they do, but in order to get the sculpt tag, and do interactive subdivision we do need to hit the subdivide button one time to get the sculpt tag, and then as many times after that for levels of subdivision you need. But no need to go to the sculpt menu for that, it IS in the sculpt layout, just not quite as obvious as it could be ! For reference, the Mac / PC thing is irrelevant - sculpt layout looks identical on either ! CBR
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I see ! 🙂 It could be the shape that is causing the problem to some extent, but I agree that is a long shot, and QRemesher seems to have done a decent job in making that as low poly and evenly distributed polys as that sort of form can be. One thing to try might be to triangulate the whole thing, which will give a different dynamics result, though not necessarily the one you want either... but it is something to try... You can also try manually adding more geometry at the point where it bulges and inflates in an attempt to constrain that a bit more. The trouble with softbodies is that you never know what is going to work until you try it, so a great deal of experimentation is normally required to get these things right. There's an excellent video by Christ Schmidt that gives the best chances you have for understanding those settings, and if you haven't already seen it, that is a good place to start... CBR
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You seem to be expecting your substance install to show up in Cinema - it won't ! - The 2 programs are not, and don't have to be connected !! You export your model as FBX, open that in Substance Painter as a standalone application, do your painting, and then export your maps back to Cinema when done ! CBR
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Not an expert in Character rigging myself, but did have a quick look, and see that the tail is constrained thusly... So I think you gotta find another one of 'those' to drag in there to link it to... Of course if you want an answer that ISN'T an outright guess, we should tag the man himself, @everfresh, who pops in from time to time !! CBR
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No I don't think so, presuming Z is what is animated. But you could put the object in a null, and move that instead ! CBR
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How much VRAM do you really need in your nVidia GPU for fast rendering
Cerbera replied to 3D-Pangel's topic in Discussions
Lols, it really doesn't 😉 It takes the sort of mind that can open Vectron, press 'go', tweak 3 settings, find a nice camera angle, and do some moderate sky lighting, and you're all good !! CBR -
I should point out that in your version, which is more recent that the one in the tut, there is no longer any separation between UV polys and polys. So when he talks about UV poly mode, and UV points mode etc etc, you should just go to your regular component modes. Also things will look a lot different generally in R25, but you should find all the things he refers to if you hover around the icons you have instead, revealing their names... CBR
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How much VRAM do you really need in your nVidia GPU for fast rendering
Cerbera replied to 3D-Pangel's topic in Discussions
I am not really a serious contributor to this conversation, having only a lowly 8GB 2070S in my box, but I rarely run out of VRam doing still shots in Octane, unless the scene is properly vast, and we're up in the 10s of millions of polys. Most notable occasions where I have run out recently have been using Octane's mad procedural Vectron engine to produce this sort of thing (not my image, just example)... And now you can all go back to discussing your big upper limits 🙂 CBR -
You need to follow Bezo's excellent advice above. Go into Paint layout, select your object, and run the wizard, which will create your textures for you, and give you mapping options. Note: If your object is a primitive then you will only be able to paint 1 picture on all 6 sides I think, as that's what the default mapping is. If you want to be able to paint independently on sides then you may want to make the cube editable (C), and UV unwrap it using box or cubic 2 projection in UV Edit layout. Lots of tutorials about this on Youtube... Here's one... CBR
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That wouldn't make any difference in the example file. His object is a direct child of World, so its local coordinates and world coordinates are the same. World coordinates are never displayed in Object's own coordinate panel - that is always local. CBR
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You may be confused by that. Whilst Cinema does include import and management for substances, it does not come with either Substance Painter OR Substance Designer. The importer and management functionality simply help users of both integrate them better. CBR