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zeden

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Everything posted by zeden

  1. Hi, see this file as an example for poly modeling process. There are of course multiple ways as always to do stuff like this Modeling.c4d
  2. Thx! Exactly what I was looking for
  3. Let's hope they worked on material stacking in C4D Redshift. That is a bizarrely bad implementation
  4. 11,4/19,8 = 0,57 ratio = 100/57 % ratio in C4D UVs I guess should work? But you might get stretching of the texture
  5. Hi, you can make it square and add the ratio as percent values in the cooridnates tab in the uv menue. Manually you can also use the uv transform tools which shows percent scaling as well. - Make automatic uv with "packed" - If islands are connected select the polys of the outer side and right click -> unstitch uv - Hit automatic uv again - Right click -> Resize Commads -> Fit Uv to canvas to make it square - Go to coordinates tab and insert ratio as percent values (in your case 50%) I used the inside wall but the same apllies to outsidec of course
  6. Thing is....does it really make sense to keep the two companys seperated? I mean isn't Insydium = "Maxon 2" from a customer perspetive? They just fill the C4D gaps.
  7. Hi, I want to convert a poly model to liquid starting from top to bottom using fields and falloffs with xparticles. Basically melting it with a simulated liquid effect. Is it possible to gradually create liquid with vertex maps or falloffs in xparticles? Any ideas? Thx!
  8. Sorry, but with Cineversity and the Maxon training Channel on Youtube alone you can be busy for month learning C4D from beginner Stuff to Advanced. On Youtube alone is a 6h Introduction course on R25 and the same on RS recently provided by Maxon. The paid courses on Udemy and Vimeo not even mentioned. There is a huuuge amount of training online all over the Internet.
  9. But relininking the textures is a 20 seconds job. Annoying yes. But not really a problem right?
  10. The bump map node should be under utilities in mat node editor. Have you enabled the bump channel in the material itself? The checbox ticked there? https://www.youtube.com/watch?v=rPR3Jku6jqo
  11. In the manual is the so called Pref Space a topic. I don't really get it to work with that file but somewhere between Arnold and C4D's hair you need to read out the UVs of the hair. Maybe some twisted data mapping needs to be applied. https://docs.arnoldrenderer.com/display/A5AFMUG/Noise Seems like a case for Autodesk support.
  12. Yes but in polymodeling you would never model an edgeflow like that from the beginning. This file looks great in CAD. And visually still very clean inside C4D. But you have zero control about the polygon edgeflow coming out of a CAD program since it is differerent world. If you use procedural mapping and shading then all is great. I did like 30 little movies in my life with CAD data. But as soon as UVs and Rigging are needed you are better off in polymodeling
  13. Hi Jops, yes I have. See how the Fillet is exported as FBX. Have you ever had the task to unwrap a mesh with dozens and dozens of Bevels like that? It is nightmare. Basically needs manual retopo first That is why all VFX and Games do not use CAD and still do quad poly modeling. Because even when the modeling is super fast, the hell beginns with UVWs and Deformations
  14. You are right the kerming was earlier there
  15. And the Pose library manager, motion transfer stuff and the car rig in s24 are awesome!
  16. Another small and often overlooked featue update was everything concerning Text inside C4D. The new text spline with the kerning and the Text Object are really great. You don't realise them untill you need them 😉
  17. https://instalod.com/ This seems to be very good at holding sharp edges.
  18. Even with current retopo tools the translation of CAD data into clean polygon edge flow keeping sharp edges and quads is still a gap in the field. Plasticity looks great. Like it learned from the UX flaws of Moi.
  19. Mixamo Pipeline as well (a niche thing but was importatn for me) The most noticable are the new GUI and Data handling. R25 is waaay faster than R20 in that regard. And the UV tools yes Are here people who constantly model with Volume Mesher? There a quite a lot of usefull things but is astonishing how few of these things really have an impact on everyday work. I recently talked to a collegue and realized the main aspect that changed my work in C4D in the last 5 years is the use of an external GPU Renderer which was the big last "revolution" workflow wise because realtime look dev is so importatn. Maybe Stack and Nodes are the next. But they have to design Nodes more towards a Xpresso 2 and not into a visual coding system for coders.
  20. So it takes 15 minutes every two years to update yourself on the new Adobe features :))
  21. Interesting. We have the same perception. C4D's product design took a new direction for sure.
  22. Can Embergen import obj files as obstacles for fire and smoke?
  23. Yeah I am also waiting for a more flexible subdiv node
  24. You are probably facing a IK chain problem with your legs: -I can see the legs are coming in completely straight (the same happens with Mixamo Rigs in base pose). For proper IK to work C4D must determine a slight bend in the legs to check in which direction the IK system has to be set up. It needs an angle to calculate the direction of the ik bend. - Since your char is lacking the angle in the legs you might want to check for a null object called "..._pole" or so. See how that behaves and we maybe can help you further. Other than that I cannot help without the file....
  25. Precise curves is not Zbrush's strength and is a bit annoying yes. Did you use Cuttoff tool in 3D Coat? That looks cool
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