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Everything posted by Freemorpheme

  1. I would like to see a series of best practice workflow guides on modelling small objects, with attention paid to solving ngons. I still get stuck on the simplest of flows and I never know where I should be solving things, or the best place to start modelling. It would be great to have a series of videos where you model each of the small parts of something, like a robot arm or something like that, and then since you have perfect workflow, people watching the videos will pick things up that are not the 'purpose' of the video, just little workflow tips and solutions to modelling problems. For instance this arm - I can think of a couple of ways of making the claw, but which one is best and wont have me solving ngon lines for four hours in the middle of the night? Do I Boole them out and then try and fix them? Do I start with three circle polygons and connect them? That base object, should I just intersect some different objects and hope for the best or is there a way of using SDS for this? Should I use the volume builder? I know this is above and beyond the scope of the topic, but if you dont ask you dont get! Also, the videos needn't be the high polish of the VP days, I think I would learn a lot from just a screen recording of an expert user making such objects, even with any mistakes left in. Thanks
  2. Hi there, I have an issue where I cannot see the texture I am projecting onto my clones in the render. One side of the texture is controlled by mograph selection and plain effectors, the other is a projected texture, but when I rotate the clones, I cannot see the projected texture. Oddly, when I change the projection mode of the tag from 'front' to 'back' it is visible in the render, but now of course the animation is back to front... I attach the scene as it is difficult to describe. Thanks grid2.c4d green@2x.png.zip
  3. You have to bake the camera in C4D to keyframes and bring it into AE - it isnt the frictionless process you would expect.
  4. It's easy, it rhymes with Jrvoje.
  5. How would you animate the growth of these extrusions? The extrude tool cant be keyframed, and if you try to use PLA it scales from world zero and goes very weird when you go back to keyframe 0. Thanks
  6. How exciting. Do all the polys have to be planar? And do you extrude the loops to get the next loop or do you use the poly pen?
  7. I'm not sure why you cant see the lines on the wall object, but they will be there too. Every one of the new points and edges you make in the wall and the floor will be connecting to something, and if you dont control it you end up with an unholy mess. Looking at some videos on 'beginners hard surface modelling' will help.
  8. Do you plan out the topology first? Plan the loops and the flow and where the 5-sided poles will go? Or do you dig in and fix things later?
  9. That's not Queen Victoria. That's Queen Anne.
  10. I might be able to help, you can PM me if you like.
  11. Certainly can, thanks for having a look. Any modelling or unwrapping help always welcome, as ever. Thanks greeble_6_low.c4d
  12. https://insydium.ltd/community/cd-tools/ Cool pic of Dan there.
  13. Can any of you lovely people tell me if there any awful unwrapping errors in the mesh that I have put up here? This gives horrible shading errors on the map bakes in SP, and I cannot think why.
  14. Does this include a mesh under a SDS and then with it turned off? I did some test maps from SP and they looked fine back in C4D, but when I turned the SDS back on all the textures stretched out, and I'm not sure what to do about it, apart from make the mesh editable before I export the FBX.
  15. So I have unwrapped the top of my test object in C4D and put the UVS out like so. However when I pop it into Substance Painter for texturing it is too low res. So I have a couple of things to ask: 1. I am right in thinking UVs are resolution independent and there is no way to 'upscale' a UV when exporting? 2. If there is no more room on your UV square, then you should take some objects out and give them their own UV coordinates? You can't make the square bigger? 3. If this unwrap isn't working for me, the best solution would be to cut the big object in half and rearrange it somehow? 4. Ideally all UVs on an object should be around the same scale - this means that on a smaller object in the same scene you might choose not to scale the UVs as big as they can go in the UV space since then the resolution will be very different to the larger objects? 5.While I'm thinking about it - Substance Painter talks in terms of a high res and low res mesh. Am I right in thinking you would save out a subdivided mesh as a high res and feed it into Painter? Is that what they mean? Thanks
  16. No I just duplicated one of them, unwrapped it and thought I could copy the tag over. Guess not.
  17. Can you put the scene in so I can have look? This is what I get. When I duplicate the tag, the map is broken.
  18. Yes, that's what I want, but when I try it, it breaks the mesh. Did it work for you?
  19. I have a mesh that has a UVW tag on it - I would like to copy this tag over to other similar objects but when I do the map becomes distorted. They have all been placed so I would prefer not to duplicate the object, although I appreciate that wouldnt take long with the transfer tool. But I'd like to know what's going on. Can you help? uwv nubs.c4d
  20. I have unwrapped my meshes ready for Substance Painter, and I would like to know if all the objects (these things in the pic are modelled separately) should have similar scale UVs, or if it is OK for them to be so different. Thanks
  21. Is there a way of quickly extruding this loop to make an edge loop around the base? I dont want the cuts to go to the edge of the mesh. Thanks
  22. Thanks. With your help, this is what I ended up with:
  23. Can anyone look at this mesh and tell me why the SDS doesnt work? I feel like I've modelled it OK (for once). I attach the file Thanks greeble_d2.c4d



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