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muhchris

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About muhchris

  • Rank
    Cafe Junior

Profile Information

  • First Name
    Tim
  • Last Name
    Reid

Hardware | Software Information

  • C4D
    R23
  • OS
    Windows 10
  • GPU
    i7-3770 - GTX1060

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  1. Can someone please explain why I can not emulate what these two Line Cut instructional videos are doing, even if I follow them verbatim: https://www.youtube.com/watch?v=5M8ADXR1n0E&feature=emb_logo https://www.youtube.com/watch?v=tO9-G1zljcg That is all I am trying to do, slice a Mesh, or an Object in half, they make it seem simplistic, and effortless, yet, as you can see in my video, it does not work for me: https://1drv.ms/v/s!Ap3B_baQ0hg2hnygJ3HB3kXwd2uj?e=NohtCQ Thank you.
  2. Cerbera, thank you for your input. As with everything dealing with digital artistry, there are far more than one way to achieve the same goal. Your method was quite spot on, and worked very well. I then tried a little experimentation, and found that if I simply assigned the two points of the, "measure & construction" tool to the exact width dimension I needed, and then resized/placed the reference image to fall exactly behind the "measure & construction" tool line, that worked really well as well. Again Cerbera, thanks for the help.
  3. As can be seen in my attached picture, I am in Front view, with a reference image. Using the, "measure & construction" tool, you can see that the width span is showing as, 622.505 cm, which comes out to 245.08 inches, far more than the 3 1/16" my reference image calls for. For actuality sake, I need to shoot for 7.77875 cm. The question is, what is the, "politically correct" method, within Cinema 4D, to setup this scenario, so that when I use the, "measure & construction" tool, my width span will be exactly what I need it to be, or, to scale with the reference image, or, th
  4. I want to thank all of you in this thread, who have given me some type of input, or direction. Since posting, I have done quite a bit of research into this topic, and have found that it appears that, Substance Painter is indeed the modern de facto standard for doing exactly what I was asking about. However, being the crème de la crème comes with a price, in the form of training. Albeit, there are a plethora of training videos scattered across the internet dealing with Substance Painter, sadly the majority of those videos are at the Intermediate to Advanced level, even when their title states,
  5. Forgive me as I attempt to purvey the details of my question, as to structure the question in the most concise manner. We will start at the very beginning. As seen in the attached picture, within Cinema 4D, and created solely for the sake of this discussion, I create a simple object, and unwrap it. Next, in my personal pipeline, I will "Create UV Mesh Layer", and save the Texture out as a .PSD. Next, I open the .PSD within Photoshop to apply my Textures to the UV Layer. Herein begins my question. Simply creating a few new
  6. So inside Cinema 4D I create a basic primitive Cube. I then hit CTRL+i, and the Information Box tells me that the primitive Cube has 6 Polygons. Next, I save the Cube, as an FBX, to the Desktop inside of Windows 10. I then use Windows 10's 3D Viewer program, and that program tells me that the Cube, has 12 Triangles. Going on the premise that a Triangle is a Polygon, why is there a discrepancy in the two statistics?
  7. CBR, Thank you for the extensive insight, exactly what I was looking for, worked like a charm.
  8. Trying to create a large "Cube" building where my characters will converse. I create six simple Cubes resized to 5x150x200, (size irrelevant for this scenario), and place them all together into the shape of a Cube. Next, when I go into the finished structure, I can almost always see beams of light sneaking in along seam lines here and there. So, I hop back out of the structure, and start zooming in, way in to align the walls as close as humanly possible, but, no matter how many times you keep zooming in further, you keep seeing that you need to nudge, and slide just a l
  9. Thanks go to both of you, and I beg your forgiveness for my ignorance, it has been quite some time since I have needed to work with the, Front/Back options, and the knowledge had totally slipped my mind. That being said, Deck, that is EXACTLY what I was looking for.
  10. Quite frankly what I am trying to create, is an extremely immersive experience, by where I will be taking the camera through the tunnel, almost "VR"ish in nature, thus the need for the unique, exotic shape of the tunnel, which I found easier to create by simply drawing out the shape I want/need, and having a Circular Spline form the tunnel that follows that line. Being immersive, I need to be able to design "within" this uniquely shaped tunnel, thus why I asked if there were anyway to do so. The Primitive Tube does in fact work, and I agree with you fully about the adju
  11. Simple scenario, extruded Sweep Nurb using a Circle spline and a straight line Spline. End product, long, stiff pipe. Next, I remove both Start, and End caps from the Sweep. Now I can see through the pipe, end to end. Question is, if i create a simple red colored material, how can I apply that red material to only the INSIDE of this pipe? If I drag the red material to the inside, Cinema 4D colors the entire pipe red, inside and out. Appreciate your time, thank you.
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