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Rectro

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Rectro last won the day on June 11

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About Rectro

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    www.daniel-ripley.co.uk

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  • First Name
    Dan
  • Last Name
    Ripley
  • C4D Ver
    R20.026 Studio
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    United Kingdom
  • Interests
    Fishing, sculpture, 3D art, Animation, Human Anatomy, Music Production

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  1. Hi The character should have had its transformations frozen. It's easy to fix. Turn off the skin and the character moved into what was the original position you exported it out as. I like to place the pivot at the feet myself as it helps get the feet no the ground. , now the character is where it should be., Zero off all transformations Select the weighting tag and press "Set bind pose" Your character will remain in place with the skin on or off. Now if you have animation on it already it should be ok if you move the character in place of where the skeleton rig is. If you wish to move the joints that could mess the animation up as the joint you moved will have been keyed in a different location throughout the animation. Moving a joint like the knee and keyframing that will only result in the knee reverting back to its original keyed animated position showing a sudden jolt. as it locks back The way to move the whole rig without messing the animation is to use a Pivot object found in the animation menu, but as I said your best to move the character to the rig rather than mess with the joints position, then use the pivot object to move the whole rig with its animation in place. In general, you won't have the spine in the same anatomical location as a human but in the middle of the body. The knee sits slightly forward in a bent position to aid IK but if Mixamo don't do this that's fine as its not using IK so aim for the rig to be in the middle of each limb. If in doubt where mixamo prefers to place its joints zero off the character and upload it again to see where it should have placed them. If you're using Motion clips you can apply what you did to the new mixamo rigged version as long as the same hierarchy root joint is selected when making a motion clip for it as the first mixmo rig was. Dan
  2. Fresnel effects the angle in which you see reflections off a surface. The conductor type is for metals, hence your see a list of presets. Dielectric is for everything else. For spaghetti, not sure your have a use for it, but its worth noting that if your lacking reflection on a surface at the angle your shot is you can use this to help. The higher the IOR the more towards the centre of the object the reflection shows, the lower more towards the outside.
  3. At least it looks like the new SSS was introduced in r13. https://greyscalegorilla.com/tutorials/how-to-setup-and-use-sub-surface-scattering-in-cinema-4d-r13/ I think it was in r16 that the new reflectance was introduced. Unless r13 had any changes this video may be more useful. https://www.youtube.com/watch?v=zXnVSE0WcDs Moving from that maybe an external render engine would be better if they are compatible with r13. Dan
  4. Yes your right. I didnt even start using C4D till r16. Was it that different that he cant translate this info over? Dan
  5. If you choose a more accurate reflection like GGX or Beckmann thats a good start, set this up in a PBR material, its faster at render time. Specular will fake reflections, reflection strength will use real reflections, and Roughness will control how shiny the surface is. Small values will show more reflections like a snooker ball, and larger values will produce blurred reflections. You dont need GI, you can use a large area light above the scene to simulate a GI fill. First thing is to get the scene looking good with the right lighting then set up your materials to react to that lighting. This is when you get the reflection correct and colour. Inverse square falloff type will get your more accurate lighting more so when it comes to shadows, this is found in the details tab of the light object. Once you get that sorted then start to add SSS and fine tune it. GI does look nice but at the cost of render time, so experiment. Dan
  6. Hi What you need is not a texture but a material that uses SSS (Subsurface scattering) Your need to use reflection also. Your need to get the right roughness for the reflection. In this good video, it shows the basics of SSS and AO inverse to get a cheaper effect. Dan
  7. Once you get used to the additional features of Zremesher that control it such as the ZremsherGuides brush. and Adaptive size and curve strength along with polypaint color density your find that you will get some pretty impressive topology. Using the Alt key when pressing the Zremsh button gives you an alternate algorithm. There is also a paid for plugin called Zwrap which puts a perfect topology onto any head you sculpt. As you start to expand what Zbrush can do your soon realize why its so expensive, more so being you can get Keysot for it at a massive price deduction off the non Zbrush to Keyshot locked version. Dan
  8. Rizom3D is a offshoot of Unfold3D, but there is a dispute between the two companies. They are in effect the same product as far as I can tell, but Rizom3D has more affordable options such as rent to own. With either of these two you actually look forward to Uv Mapping. Zbrush combo with 3Dcoat are a powerful combination. what Zbrush don't do well 3D coat does and vice versa. Retopology I do need to take a better look at 3Dcoat but I would not see if it has a smooth Uv brush, or a good symmetrical workflow. Blenders retopology addon looks very nice but for now as I own Modo I use that or C4D polygon pen. Zbrush Zremesher is more than just a auto reopology, it allows you to paint a density map, and direct the influence of loops, but in either case it wont make up for proper manual topology. Dan
  9. 1: Yes thats how id start in most cases, although for concept design its done in Zbrush then id retopo it. 2: I use the same workflow as many do in this regard, but I often keep the inflated low res mesh as my new base. 3:Uv mapping high polygons is not something I do, I like to keep a medium polycount at all times for further refinement of the base mesh. The textures wont get stretched as at the retopology stage you dont have Uvs, neither then should you have textures? The retopology should hold the volume at its low level, at least most of it, then the rest is down to details. My base mesh will always hold its own volume, and if need be I make the sculpted version at its low level the new base mesh. You also have the (cage mesh) feature in Zbrush to push the volume of a higher level into the lower, use layers when using this to control how much it applies. I use Unfold3D I spend little time on Uvs thanks to this app but thats only if they are 100% optimized, I wont never ever move on without having nothing but the best Uvs as all your hard work texturing is going to be dictated by the Uvs. You also have the option of UDIMs for ultra high textures. Im curious as to why your using Instant Meshes when you have Zremesher, it does a much better job? Dan
  10. Would maybe a custom bump map do this, like striped down the document run through motion blur in Photoshop? Basic example, just need the right kind of map. Dan
  11. If you need further explanation, maybe more visually just ask. Here is a video I made a while back showing C4D own retopo tools, the polygon pen. Dan
  12. The polygon pen is its retopo tools, but you can get much better use with HHB modeling tools scripts. C4D polygon pen for retopo is very capable, iv done complete human models with it but has some missing features within its toolset like a quick tesselation which is essential. Relax I have to use the Iron tool but it needs to be within the same toolset and lacks freeze borders. Blender has a topo tool set which is not for free but looks awesome. Topogun I found awkward, and 3Dcoat is very good retopo tools. Also remember that good topo also aids the Uvs as to the edges that are selectable fir seams. Dan
  13. Knowledge is the key, and if you're armed with it you can be the one that is in control where and when you add or allow triangles, Ngons and Pols. Fixing a bad complex model takes longer in many cases than to build it from scratch. Adopting good modeling practices in your personal work while it will initially take longer will in the long run work to your advantage. There are times where you just can't get away with it and its not all down to having a list of dos and don'ts but also experience by seeking better ways and in all cases aiming for quad topology will take the pain out of the unexpected which can end up taking you longer to fix than to have modeled it correct way in the long run. With Retopology you still need good modeling knowledge and can take a very long time to do, you also need a good set of retopo tools, Modo is my choice for this method. I only use retopo when I don't have a set design down so I sculpt first then retopo secondly. If I have a design down in 2d form I always model it outright, its faster. Dan
  14. Yes, it works quite well on simple objects Iv tried. Dan
  15. Hi. Ngons are to be avoided, whereas triangles can be permitted but they have their issues in certain circumstances. For background props where the polycount needs to be very low, yes iv seen some heavy triangulated models, but they are triangulated after the modeling has been completed. From what I gather they triangulate to get a predictable regulated mesh for in a game. A mechanical model which is to be observed close needs to have bevels on every edge, no surface has 100% hard edges, and if they do in a 3d model they won't look realistic at render time as light won't catch the edges, you should at least have bevels in place as you cant use smoothing on a triangulated mesh. Below are reasons to not use triangles, not in any particular order. In the Mesh menu under commands you can try the Untrigulate option. Deformation: Triangles like Ngons are bad for deformation and can cause shading issues at render time depending were they are, having a quad polygon split diagonally across it is ok as long as you don't need to deform it. Modeling: This is the main reason we should avoid Triangles. The modeler needs to have edge flow according to the topology of the surface. When you add a triangle and wish to perform certain modeling tasks like Tesselation the tool needs to see an opposite edge but it cant with a triangle so it goes off in another direction or stops because there is no quad polygon with an opposite edge. Other tasks like selecting loops is impossible. In short, if you're given a model in which you must continue to model and it contains loads of triangles then your run into these and more issues. Sculpting: If you intend to sculpt on a 3d object Triangles will cause a bad surface such smoothing will. Smoothing: Triangles don't smooth well, they look very bad so you cant expect nice results if you need to apply a Sub Division surface. Dan

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