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  1. Today
  2. Hi Rad, If you need a robust CSV reader with lots of functionality, check out Niklas Rosenstein's github, which has both a CSV MoGraph effector and CSV Xpresso node https://github.com/NiklasRosenstein/c4d-nr-toolbox hth P
  3. I rewrote my XPresso in Python, as an exercise radio_0004.c4d sledgehammer + nut etc...
  4. Yesterday
  5. Here's 2 other ways, one using an emitter: Concentric Emitter.c4d Concentric Rings.c4d I will delete them in several days due to their size.
  6. @Freemorpheme it's in your sculpt layout menu near the bottom: Project mesh (that's via raycasting) In the new menu you will be asked for Source and Destination mesh: You choose a subdivision for the new model C4D will create, that matches the poly count of the source, but the new model will share the same topology and UVs as your destination mesh while preserving the sculpted detail.
  7. Just thought I would mention that you can still edit the UVs of the base mesh while it is being sculpted. The changes will be propagated through to the higher subdivision levels.
  8. Maybe, agree. Okay, I make a character generator (face gen, Daz3d, etc). I made a draft and I got over 300 userdata components. It's just WOW. I'll be freaked out to coding each component and I try to automate it in code. So, let's we stop for now. I still try to use suggested message function and if I will get a failure I add comments to my code and will share it here, okay?
  9. Ok, sorry man. Not messy, but too complicated :) It's hard to read what exactly is happening for someone that is not on track with the purpose of the code.
  10. Messy? Why? The code carefully sorted to classes and functions. At least I wanna do that. What do I want to achieve? - So, for this step, I wanna make needed automated classes and functions for fast creating userdata components in further time. upd: I've got an answer on another forum. They suggested to me to use message () func. I try it.
  11. Thanks, I think I get all that - apart from this bit: What is the process for this? Is this something done in Cinema?
  12. The code is a bit messy. What's do you want to achieve actually ?
  13. Hi,


    I saw an old post about an eye with some iris textures you created along with a mini tutorial and I was wondering if you could share that with me? The links no long work.




  14. Hi @Freemorpheme, there's 2 ways to go about this: - You sculpt whatever you want and then retopologize (and then UV the retopoed version. Then project the mesh details of your high poly sculpt on that retopoed version via raycasting, which in turn will generate a new high poly model with the proper topology and UVs. Then you bake the maps of this model and use the normal &/or displacement map backon the low poly retopoed UV model) - You have a base shape in mind and you create the right topology from the start. When the shape looks alright you UV and check the result with a checkerboard texture to check for problematic/stretched areas. If happy, you duplicate your model and subdivide it further to start scultping until you have what you want. Then, most often you end up baking the maps of the high to the low poly. So the note is: You'll never be able to UV efficiently if topology doesn't allow you to. Good topology makes your life easier every step of the way. Finally for a rock in C4D start with a Hexaedron sphere, use an FFD defromer to taste and a displacer deformer with a noise to get you started. Keep everything parametric until you have an acceptable shape; UV that, test it with a texture, and then start step 2 above. You can bake the high poly maps in Substance later. Hope that helps VH
  15. Er... no - I'd say that is a little too far removed from the final mesh to be a good UV map. TBH if that 3rd pic is your sculpted final that doesn't have millions of polys so maybe you could make it editable and UV unwrap it from there, although seam placement is a little challenging on that mesh. But I'd wait for someone with Substance experience to advise you further because they may have legitimate reasons why you should keep a low poly mesh...
  16. 1 byte = 8 bits target bitrate 220 Mbps = 27.5 MB/s = 1.65 GB/min if your clip is 3 mins, file size = 4.95 GB it's a high bitrate...
  17. Can't resist a challenge radio_0001.c4d
  18. In this Cinema 4D tutorial video we are going to create an actuator using the Constraint Tag in Aim mode, this will allow us to have two objects pointing at each others pivots. If you would like to support Digital Meat, or follow me on social media, see the below links. Patreon: https://www.patreon.com/DigitalMeat3D Merchandise: https://redbubble.com/people/digital-meat Support: https://digitalmeat.uk/donate/ Facebook: https://www.facebook.com/digitalmeat3d/ Twitter: https://twitter.com/digitalmeat3D Google+: https://plus.google.com/+DIGITALMEA BEEF DOCTOR: https://www.youtube.com/channel/UC66f69qhgxy6YnZVMNaCtiA
  19. Thanks. Here are pics of the low poly, high poly and textured mesh so you can see what I mean. You think I should have UV'd the original first?
  20. Generally speaking it makes no sense to UV a sculpt - whilst technically possible it is practically implausible to be shifting around what could be millions on milllions of polys in a UV layout window with the rather limited tools we have available... However what makes excellent sense is to UV the base mesh, which is actually a requirement of successful baking of sculpt objects in Cinema (if you don't use the auto methods). But is there any point in UV'ing before you sculpt ? I'd say that depends on how close the shape and form of your base mesh is to what you will be sculpting later. So if you have a low poly figure you will be later sculpting additional minor detail into, then you could reasonably UV that before sculpting. But if you start with a cube, there is no point in UVing that if you then subsequently turn it into a totally unrelated form during the sculpt. In that case you would do your sculpting, then bake out to a higher level than 0 that did roughly approximate the form of your high res sculpt. I don't use Substance yet, so am not the person to tell you the best workflow there, and what it does with hi and lo res meshes, but that is the thinking behind the sculpting / UVing plan, which might clarify some stuff before you get there... CBR
  21. Select one cube face, menu-select, set selection (give it a name). Make sure nothing is selected and do same for another face. If you don't deselect, the next face is added to the previous selection.
  22. Hi there, I thought I would make a rock to practise making something in C4D and sending it to Substance and rendering with Octane. So I made a low poly mesh and used the sculpt tools to make a big blobby rock with 2 levels of sculpt subdivision. When I brought in a premade Substance, it looks OK at a distance, but up close its a bit of a mess. I have to use Cubic mapping to get anything, as the UV mapping is horrific. So I thought I would unwrap it and actually send the mesh to Substance Painter to texture it. My question is, what is the workflow to unwrap a sculpted mesh? Should I make the hi-res mesh editable and use that? Should I have unwrapped the low poly box mesh first before I sculpted it? I see a lot in Substance workflow instructions about 'low poly mesh and high poly mesh', is this what they are talking about? Should I save them separately somehow? So many questions, if anyone can help, thanks.
  23. We certainly can... it's an interesting problem. In R20 there are probably nodal setups that could do it very easily, but back in R19 I suspect Xpresso might be the only way to go... I bet @jed can tell you pretty much as soon as he sees it :) CBR
  24. Can we keep this open and maybe someone else can chime in on this??
  25. In the case of the OP, almost certainly not, as this thread is over 2 years old, and guests aren't even allowed to post anymore ! :) CBR
  26. Thanks for this...I'll have to learn about set selection so I can understand how this works.
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