Cinema 4D Plugin
Cinema 4D Plugin

Vizn

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About Vizn

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  • Website URL
    www.vzm3d.com

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  • First Name
    Casey
  • Last Name
    Hawley
  • C4D Ver
    16 Studio
  • Location
    Phoenix-AZ, USA

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  1. Sounds like your file was corrupted when your computer crashed. Yep, there is an autosave, but it only works if you have it turned on, which it is by default. Check the help/manual for where it saves to.
  2. Here is a file with fixed models for what you need. Sorry, I'm not taking any freelance work at this time. If you post in the C4D Cafe 'Jobs' forum , you will have a better chance of getting the rest done. Good luck! round card bend_0001.c4d
  3. Oh yeah.. On the SDS, change the Subdivide UVs setting to 'Boundary'. Come to think of it, if you simply put the original, textured object with the Bend deformer into an SDS, you might like the fold rounding without having to move any of those points. Would simplify things quite a bit.
  4. I hear ya. Just thought I would bounce it off the Cafe as I saw another thread about 3d model sites and don't want to give a bad suggestion. ;)
  5. Can you pre-calculate on a known good machine, and set the Team machines to utilize that cache? As I understand it, Team Rendering with different CPUs may cause artifacts.
  6. Does anyone use 3dSky.org for purchasing models? I bought a few models there a while back with no problems, but now every time I go to the site, it tells me my account is blocked. Never got any notification of a problem from the admins. Doesn't matter what page I go to, as I've tried to get to the contact/support page, but it always pushes me to the 'account blocked' page. Apparently it's a Russian based site, sooooo..maybe not legit?
  7. May need to add that extra loop before texturing, as adding loops after baking can break the UVW mapping. Sorry for the confusion. I'm not entirely used to explaining things in every little detail! ;)
  8. I forgot to include a step! Yes, the textures need to be applied before bending. To fix the mirroring issue, in Texture mode, simply rotate the projection gizmo 180 degrees. :) (Edit: sorry, it looks like you solved this already. Baking the projection will be the only fix needed.) The missing step: After textures are applied and scaled to fit as you like, but before you 'Make editable', right-click the material tag and choose 'Generate UVW Coordinates'. The material projection will switch to UVW Mapping, and a checkerboard UVW Tag will be added to the object, which means the previous 'Flat' projection has been baked into the model. This is necessary to avoid the texture stretching when the model is bent. Turn on the Bend to see this in action! When editing/moving the points in side view (F3), use the Rectangle Select tool to make sure you're selecting all of the points across the model. Once you have a line of points selected, you can zero them out in the Y and Z from the Size column of the coordinate manager.
  9. It's called 'Timeline Scroll Bar (key area)' and/or 'Timeline Scroll Bar (power area)'. The play, stop, fwd etc buttons are all separate controls, so just put them into a new palette...search for 'Play' to start finding them.
  10. Try placing a Compositing tag on the glass object, and uncheck/deselect 'Cast shadows'
  11. Ah, yes, Point Cloud seems appropriate!
  12. That's exactly what it's there for: to control the strength of the rounding, without having to add lots of extra loop cuts or raise the subdivision setting to ridiculous levels, especially for very small details. I used the disc as a guide. As you can see the card object was made from a subdivided plane. The purpose is to keep the object polygons as all quads, which is the proper way of modeling. Why is it proper? When it comes to deforming and nice SDS smoothing, quads work the best, because they retain perfect edge loops and rings. After moving the edge points of the plane out to rough fit the disc, select all of the polygons and extrude (D key). Make sure 'caps' is turned on. The plane was collapsed (made editable) in order to make it fit the disc in the previous steps. The next step is applying your textures. Select the polygons on one side only, then from the Select menu choose 'Set selection'. It makes a tag on the object. Name it something logical. Do this for the other side too, and for the edge polygons if you want to add a texture or color there. Apply your material to the object. Select the material tag, set to 'Flat' projection, and drag the selection tag to the 'Selection' box. Turn on Texture mode (see image). The flat projection guide appears. Rotate it to the correct orientation (parallel to the polys). Now, right-click the material tag and choose 'Fit to object'. If still not scaled correct at this point, just activate Scale tool and adjust until it fits how you like. With bend turned off, the highlighted points correspond to the same points of the bend on the second, collapsed, object (in green below). Look carefully at this image to see what I mean. Because of the bend, the inner points get crossed, which is fine because we take of that in the next step. In order to edit the points to get them where you want, turn on the bend, then right-click the object and select 'Current state to object'. It will make a collapsed copy. Move it to the side. Press F3 to set viewport to side view and activate point mode, then select each set of points and move them. You can use mine as a guide. Final step I did was add another loop in the middle and pulled the inner edge in and the outer edge out. See if you can figure out how to select an edge ring and subdivide them to get the new loop. Hope this helps and gets you excited about increasing your 3D modeling knowledge! Have fun! Oh, and you can ignore the plugin error. I use VRay, but it's not necessary for you in this case. :)
  13. My agency uses Macs. If you were able to pick the best Mac right now for still rendering with C4D r18 and VRayforC4D 3.4, what would it be? Shoot for the moon! I want to know the DREAM configuration. TIA
  14. The right bank looks pretty good. Mimic that. The terrain needs more upwards variation on the left beyond/above the bank, like it is on the right, not perfect flat. Then you will see more subtle down turn to canyon.
  15. Here is a model to play with. I left the steps I did so you can go back and apply the texture while it's flat. With thickness, 'front' or 'back' side setting is not necessary. Start with 'flat' projection. Important: after materials are applied to the sides you want and positioned/scaled how you like, right-click the tag and 'Generate UVW', which will bake the mapping (projection will switch to UVW). Now the textures will bend with the object. Edit: For more realism, maybe add a white material to the edges, as well. Make a copy. Turn on the bend. Make another copy and collapse it. Edit the points at the crease using my model as a guide. Add to a SDS if desired. To retain sharp edges of the card under SDS, select the loops around the top and bottom borders, hold the period key and left-click-drag to weight them. Have fun! round card bend.c4d