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    Nick Tarte
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    Nick Tarte


    • Indeed - but that was partially what was so maddening about it - it worked everywhere else, except the one place where we needed it to work most  ! :) But anyway - great that it got addressed and improved this time round...   CBR
    • My guess is that you're using a 3D gradient with the wrong 'space' option. The shifting of colors is only happening when the character moves towards the camera, so it is likely you're using Camera space. Check out the help file under 'gradient shader' for more info and see if you can get it sorted.
    • Hi   Im a avid Zbrush user since 2003, and no issues talking about pipeline tools in C4D forum we are a friendly bunch here.  Workflow wise here is how you  an go about it.   1: Model in C4D to get basic shape. 2:  Make good quality Uvs 3: export Obj  and bring it into Zbrush via  the tools/import menu.  Draw it out on the screen at press the T key to make sculpt ready. 4:  On panel to the right scroll down and expand the text menu Morph Target, and press store.  This will retain the original mesh prior subdividing it, very important. 5: Sub divide the mesh one level at a time Ctrl + D and if your planning to make larger volume changes dont sub divide up to more levels till you really need it, it avoids lumpy sculpting, but I guess in this case your just adding detail. 6: Make a layer, again from the right panel.  This will let you store your sculpting layers in which you can control the intensity of each layer of even delete it. 7: For a quick displacement or normal map you can make these from the right panel by opening the text menus but first do the following  Go to the morph target menu,  go down to lowest level Shift + D key, then press switch morph target button.  This restores the mesh to how it came in.  Then you can produce the normal and displacement map.  You can make the maps from any sub d level above the lowest to capture different levels of detail, level 1 is normaly the way you make them.  In the Uv menu you choose the size of the map, again in the right panel. you can go upto 8k..  if you have painted colour, then the texture menu is for generating the colour map but for that you need to be in the highest sub d level. 8: Multimap exporter plugin is another way to export all maps, this is found in the plugin menu.  Your best to click on the little radio button at the top which will dock that menu to the right or left panels for easy access.  Expand the multi map exporter plugin and from there you have the options to generate the colour, displacement and normal map with all the settings needed from there in the options menu.  This plugin is also where you make maps if your using a UDIM workflow.   If you have any more questions feel free to ask, and if you need a more direct way to learn this I could make a quick video if Im up to it tomorrow.   Dan
    • This is weird to me. My peacock's body texture is a gradient. It looks fine when I animate him, but I then copied him and pasted him into a new C4d project with some test footage that is motion tracked, and suddenly his tummy is a psychedelic light show. I may be imagine things, but it looks like it is worse when he is walking towards the camera then parallel to it, but either way, what is going on? I tried a stick texture tag, and that didn't seem to work. I then hit LOCK UVW in the UVW tag, and that too did nothing. It is not a keyframed texture or anything.   Any ideas?   (forgive his animation, it's a test and I'm new to this.)   thanks -  Mike   pyschsm3.mov
    • Hey guys,   Hope you are all well. Apologies if this is blasphemous on a Cinema forum, but do any of you guys use Z Brush? I am modelling a set of headphones, and I fancy trying to create the soft ear cup and headband parts in Cinema as basic models then use these simple shapes for my first foray into Z Brush, which I plan on getting on trial to do so. I've got a few tutorial vids etc but always helps to have real humans giving real world advice. Perhaps my main priority would be to have the genral gist of the workflow explained from an experience standpoint. I'm guessing I do whatever sculpting in Z Brush then import the mesh back into Cinema, but I don't know if I then just bake the normals and use those, or retopologise. Just a general noob question really!   Thanks for your time   Chris
    • You have 5 in the 'editor' field, not the 'renderer' field. Two separate settings allow you to work/edit on a simpler form and render at another level.   Edit: You also have two identical Boole objects at that third location.
    • @Jed,    Many thanks. I appreciate the explanation! I think this clarifies quite a bit.      
    • Thanks for your interest jed, i sorted my problem out, not using xpresso thu Regards,   Geffc
    • Yes, I saw that this topic is in cgsociety, but this topic was not raised on c4dcafe. I attached a video, maybe it would better describe this issue. I really hope that this problem will be fixed in the near future
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