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  2. I sometimes get 'spikes' in a render of a Bake made from a sculpted object. The baked object looks fine until a render is made, and then random spikes jut out from the surface in the render (plus the render usually takes a much longer time that normal). Does anyone know what causes this? Is it an issue with the UV map perhaps?
  3. Hi Richard, you can go to Hair/Generate/Flat. That will give you planes/cards ready for texture application including alphas. Should you need to go cross platform later, you can manipulate the Hair cards in C4d (with the Hair tools and from inside the hair texture tag: frizzing, clumping, etc) and then bake them for use in any other package.
  4. Today
  5. Got it, awesome. Thank you again for your time.
  6. That's your frame interpolation. You need to find your keyframe mode and make it linear instead of spline. To find it quicker go to the Animate Layout and click the F (for F-Curve) view. It's in there Best
  7. Yes this is what I need. Can you make the curve smooth so it will have a constant rotation without slowing down? Thank you.
  8. Hey Tesa, please have a look at the file above and let me know if I understood you correctly and if the file addresses your issue. (To move the camera just animate the slider)
  9. Hi Vertex, I need the camera to move around the object in a circle but not flipping 180 degrees every 30 frames, just like I showed in my file. Why it does that I have no idea. Please take a look. Thank you.
  10. I was following an advice from another thread with the target on the null. It didn’t help anyway. First I had the target and the path tagged on the camera, but same behavior.
  11. So you mean avoiding the camera flipping (gimbal lock)? That's because you need an Up vector on your target Align to Circle_Up.c4d (you need to animate the slider for animation on the path on this one)
  12. Hi Jed, I was trying to go around the object in a circle path, but not having the camera rotate every 30F for unknown reason to me because it rotates the object also with it. Can you make the camera go around without rotating? I checked your file but I need the camera and the path as I showed it in my file. Thank you for your time.
  13. It's not very clear what you are trying to do, but I normally put the cam on the spline and the target tag on the cam - pointing at the object. You had the target tag on the null. Align to Circle2.c4d
  14. @Vertex Helix Thanks for that tip. I do agree that this stuff is fun but time consuming. Sadly I need exact control of each diode location and when the diodes are moved they also move the cables attached to them the correct amount without losing connection to the other end. I know there are so many ways of doing this but I'm unsure where to begin. I'm watching an expresso tut now. I'll keep working on it.
  15. I went and tried a different way: Soft body proxy. Not too much control, but good fun none the less. Grab the Collider Control to move your diode rig doodle around. If that works for you, you'll set it up in no time. Otherwise with Spline Dynamics and connectors you'll have more control, but will take a bit longer. Best VH DiodeRig_Proxy.c4d
  16. Hi, Camera is rotating 180 degrees every 30 F when following a circle path around an object. It obviously rotates the object with it too. Same behavior if I put it in a null. I need the object to remain in the same position. File attached, thank you for your help. Align to Circle.c4d
  17. My first thought would be Spline Dynamics (on the cables) and Connectors (on the Diodes), not bones necessarily.
  18. NIce.. this will be helpful for me if I ever get Z brush. Thanks
  19. Thank you for your response Vizn. So I read a few more articles and apparently this is NOT the industry standard. So at least for AAA games people retopologize with specifiic topology flow in mind, which in turn would have UVing making sense again.
  20. Hello everyone, I've never rigged anything before and I'm a bit unsure how to tackle this job. I have a pretty complex headset that I need to rig. I would like to be able to hold the top center area and have the rig stay together as I move it around. I also need each piece to be connected so that when one piece moves the attachments all move accordingly. So if a diode is moved the black cables move along with it. What would you rigging masters suggest as the best method? Spline IK or Bone IK or something else? Thank you for your advice... Rick
  21. I read the first tut and there wasn't any mention about texturing. The second one gets pretty detailed about steps regarding poly-groups, smoothing groups, uv packing, baking cages.... I got lost in all of the details. So it seems that they sort of automate the uv unwrap process at a particular stage, which makes sense for very detailed models that would take too long (in the gaming industry) to unwrap by traditional methods. It's really interesting stuff, though.
  22. Yep, that was what I was trying to say, but you did it much more efficiently :) CBR
  23. Guys, I was searching for this for some time. I'm searching for same result, but with clonner and effectors (even this solution, if I add an effector to control de X scale doesn't work, they overlapse)- If you can help I´d be much appreciated :) Thank you!
  24. Thanks so much for the reply. I am running into two issue with this. 1. The spherical mapping isn't entirely accurate. There are cards on the top where they should be blue but are pink. 2. This example is just a test scene, my plan is to use cards with alpha's on to create feather on my object. I need to use the texture to drive color because my bird is very complex in terms of color and pattern. Hand doing areas won't allow for a realistic transition. Any help is much appreciated.
  25. So far the Cycles4d is pretty good. My biggest issue is that they only allow one computer activation at a time per license. It would be nice to be able to have at least two enabled at a time since I have a work computer and a home machine. Even something like an auto activation/de-activation option like Marvelous Designer has would be nice. Of course an Internet connect is needed each time for that to work. Edit: Ok so I was wrong. There is a setting in the preferences to automatically turn the license on and off. I'll also say that Cycles seems faster and more interactive than the native built in rendering engines. I haven't compared it to any of the others, but I'd guess Redshift could be faster if using a GTX card.
  26. If you used command "Save Project With Assets", did you open/edit/update *.c4d file from that saved folder or still use the same scene file as before saving?
  27. Plus one with @natevplas. Here's the workflow. 1. Make a low poly version of the Coin in C4D starting from a disc or a cylinder. Make sure the dimensions are very close to the high poly model. Maybe use a soft selection on the center of the upper side to replicate that concavity your coin has. 2. UV that in C4D or any other dedicated package you may have. Cut the 2 caps and one cut on your cylinder. Lay them down on a high res texture (2048 or 4096) 3. Take the low poly back in Zbrush and duplicate it as a Subtool. 4. Import your high poly coin in the scene 5. Subdivide it the low poly to match the count of the high 6. In the Subtool menu rearrange hierarchy having the remeshed high poly on top and the original high poly right below. Now Save. 7. Choose the remeshed high poly and have only the original high poly visible (or to be honest the exact opposite, that confuses me every single time) and click project details While it's calculating don't touch your keyboard 8, Your remeshed model should look identical to the original coin. 9. Go to Geometry, on the Remeshed high poly and lower your subD to let's say 20k 10. Go to Normal map menu, press Generate and then Clone NM. 11. No go to your texture menu and export that texture to your specified folder. 12. You may need to go to Photoshop and flip the image vertically. 13. Export your 20k Coin as Fbx or OBj. 13. Back in C4D apply the new normal map on the newly exported Coin (and check your Y/green channel if looking right up) and done! VH
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