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Cerbera

Cafe Crew
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Posts posted by Cerbera


  1. It seems unlikely that anyone will have already scanned this specific bar and made that model available for download, but I can certainly tell you how to make it from scratch in a way that would actually end up superior to even a scanned model...

     

    Never has the phrase 'model things in the same parts as they exist in the real world' been so applicable !

     

    If you break this bar down to its individual components, and model / texture those with enough care you can break this down into easy manageable chunks. Unfortunately I can't see what the sides are doing, so you'd have to show me. But the top seems to be 4 different kinds of nut and a chocolate drizzle on top of whatever the base is...

     

    So I'd start with those. Use simple primtives and deformers to make a few different models of each type of nut. Displacers most useful here I imagine.

    Big ones you can manually place, but for the smaller sprinkler type nuts you can clone onto the surface and randomise parametrically.

     

    The chocolate drizzle I would do with either spline dynamics or the volume builder.

     

    CBR

     


  2. Cinema doesn't have any Flame or Jet sim stuff past what you can do with Pyrocluster, or faking it via other means. The most realistic results probably would come from a Post solution or a TPP like TFD or (later versions of) Xparticles. But there will be lots of ways to fake the look if you get creative with it. For example you could get a cylinder and use something like the flame or ring-wave shaders in the opacity channel of a material assigned to it to fake it, possibly in conjunction with a volumetric or visible light or other layers that help build up the effect...

     

    If I wasn't so busy today I would make you some tests, but maybe I will get some time over the weekend...

     

    CBR


  3. Ok cool, thanks. I will look at this later today if I get time and no1 beats me to it...

     

    An additional question though...

     

    • What are you intending to do with the gap¬†in the mesh removing the landing gear has left ?

     

    CBR


  4. That is a very difficult thing to model, and is probably mathematically generated originally. You can build that geo easily enough, but the difficulty lies in seeing the patterns in it and trying to work out what should be connected to what... if that is all you have as reference, that is not really enough to go on...

     

    However if we are talking more generally about this sort of intermeshed twisting form, then I'd say the volume builder might end up getting involved here most usefully so that you can use its smoothing components to connect otherwise disconnected model parts.

     

    CBR


  5. Yes, as soon as you do anything to the model that changes the point count or order that's you saying goodbye to the existing UVs and needing to do them again. But UV mapping is neither difficult, or random when you know what you are doing with it ūüėČ

     

    But fixing a UV is not any single general technique - and it's absolutely impossible to advise you specifically what to do here do from just a partial screenshot of your model. We need to see the whole thing, and ideally you need to provide the scene file, and at the very minimum screenshots of the textures you intend to use with it, so that we know what restraints and conditions you are working with, and want you are aiming for mapping-wise - at the moment we know none of these things...

     

    CBR

     


  6. One thing to try first though...

     

    Give the model a go through untriangulate at various angles, and see if you can bring the mesh back to quads. If you can, then SDS might work in situ with some tactically placed control loops...

     

    If that doesn't' work because of other areas in the mesh, then split off just the speaker geo into its own object and try again. 

     

    CBR


  7. I'm afraid it is going to continue to drive you mad because there are no easy answers that are guaranteed to work. You are correct that you cannot expect displacement to work properly on imported CAD meshes and their shameful topology.

     

    The solutions are:

     

    1. Use something like Quad remesher (paid) or Instant meshes (free, but less helpful) to auto retopo the model into even quads. Often doesn't work because you can't direct edge flow specifically enough. Some people try it in Z-brush too, which does have superior remeshing tools.

    2. You can try throwing it all under a volume builder and remeshing that way (also often doesn't work with hard surface as it is designed for more organic forms)

    3. Rebuild the model out of regular polygons ( a colossal amount of manual work) using tools like HB Modelling bundle's re-topo setup.

     

    CBR

     


  8. No. These programs are all originally made by separate vendors, some copied each other, some did entirely their own thing both in terms of default character direction, and even whole axis systems. They all had their reasons no doubt, but very rare that they sit down and tell anyone what those might have been...

     

    CBR


  9. Welcome to the cafe ūüôā

     

    Please read our guide how to post on the cafe so we don't do post titles that are useless in later searches...

     

    You need to activate Point Level Animation for this sort of thing, but there are limits to what that can do.

     

    image.png.bbcadac9eb1441e52539a94ca18e7e27.png

     

    You might think this is a simple thing, but actually is anything but - if you think about it, you record a keyframe when there are only say 4 points, and then in the next one there are suddenly double the amount after your extrude, and that may well cause you issues when things get more complex - in general Cinema doesn't like point counts that change during animation.

     

    There are plugins that do this task specifically, and in some cases much better than Cinema alone can do it, for example Nitro mesh, here...

     

    CBR

     

     


  10. I think it's right to say that everything in Cinema that might use a vector in its animation is always facing down Z by default, but I think which way it is facing down Z is less important. I don't know why CO default character is facing Z-, unless its just a default preference that assumes it  would be most useful if a character walked toward the (default) camera rather than away from it...

     

    CBR

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