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    16 Studio
  1. ELI5, uv mapping

    Very quick little test, but it was so easy to get my graphics right where I wanted them. Obviously it'll take a lot of research to be able to get tiling textures to work across the different sections, but at least I have a starting point now.
  2. ELI5, uv mapping

    OMG thank you! That tutorial finally explained what I needed to do to export the uv sets to PSD files! I'm okay with taking my time getting good with all of the minutiae of texture mapping AFTER I understand the basis of just how you get those wireframes exported so you can deal with them in Photoshop. Now that I finally (been almost 20 years) know how to get that wireframe template into photoshop I will be playing with it on simple objects first, and then moving on to more advanced UV unwrapping techniques on more advanced objects later. The biggest problem I've always had is that I usually model most stuff based on modified primatives, and it was really frustrating to have to sit through 90 minutes of someone talking about something that meant virtually nothing to someone just wanting to export a simple unwrap of a slightly modified capsule or sphere object. Well, that and the fact that not one tutorial I could find ever explained how you are supposed to get that unwrapped UV into an editor like Photoshop. That's why I always gave up, because in my mind there was no point in being good at unwrapping UVs if I couldn't get the finished result into an editor. I'm going to be making an even more "to the point" version of that guy's tutorial (it could be brought down to about 2 minutes) and put it on Youtube as a bare-bones method for getting exported UVs for very simple objects. Might as well give back, now that I've learned how to do it. And Cerbera, thanks for all of the timely responses and links to the more in-depth tutorials. Now that I know I can actually get them exported I will sit down and take a look at them, and now knowing I can actually do something with the end result, I'm sure my brain will be able to focus on what they're trying to do, which I now see is get the UV unwrapping OPTIMIZED for export so that you get the best results (but all along I just wanted to know how to actually export them, LOL).
  3. ELI5, uv mapping

    Let me clarify. In the image I've attached, I know that the thing indicated with the arrow is the uv map. I know that I can use that as a guide in Photoshop, but what I cannot figure out is how I get that exported to an image file (PNG, TIFF, BMP, etc...) to work with.
  4. ELI5, uv mapping

    And again that's just too much information. Remember I've NEVER used uv mapping before at all. they talk about so much stuff that I get so confused and at the end have no idea what they were talking about. I honestly do not think unless I can ever find a SUPER simple tutorial on how to get the "template" exported that I'll ever be able to learn it. I even tried some of those expensive Lynda training videos back in the day with 3ds Max. I get how texturing works with things like cubic projection and such, what I DON'T get is how you actually export the "template" (what is the actual word for it?) to a 2d file that you can edit in Photoshop? Like I can go into Bodypaint in C4D and get it to where you can see the unwapped cube (looks like a cross on its side), but what I can't figure out is how you export that template OUT of C4D into a 2-dimensional file which can be edited in Photoshop, and then how to apply the edited material to the object once it's done.
  5. ELI5, uv mapping

    Okay, let's just say I want to unwrap a cube and export something to Photoshop to edit. There HAS to be a simple few-step process to doing that right? I mean if not, I don't think I'll ever get it, because with the long tutorials I always just end up getting lost (so much new info, most of which makes no sense to me). Oh, and BTW I'm on R17 now, not R16 anymore. I think you said something about that making a difference.
  6. ELI5, uv mapping

    Thank you, I will take a look at this one when I have the time (it's kinda long). In the meantime you don't happen to know of any really short (under 5 minute) tutorials that just deliver the absolute basics eh? I think I'd do better seeing the process through all the way, quickly, rather than seeing it in painstaking detail over 30-90 minutes and losing track of what I'm learning. It can be with a simple primitive object, I just want to see the absolute bare minimal steps needed to get the UV map "template" exported so I can edit it in Photoshop. It can be with a basic primitive object. I just think it's vital for me to see beginning > end with the minimal steps in a short time frame so that I can have the "concept" in my head before I try learning the details. Thanks.
  7. EXPLAIN LIKE I'M FIVE Okay guys and gals. I've been doing 3D work since 1998 and though I hate to admit, despite having tried countless tutorials, I just don't GET texturing. There is just something in my brain that cannot wrap around the concept of how people unwrap stuff, take it into Photoshop, and then make and apply textures. So for years I've made do by just applying shaders to stuff. If I want a grey ship I make a grey material, sometimes with a few layers in it that have some texture maps like a grunge layer for dirt and a layer for some scratches and such. Then if I need specific details (i.e. decals) I'll go and select some faces and apply the decal texture to those faces and move it around until it looks right, but I know there's a better way to do it. I know that if I could figure out how to get the unwrapped "template" into Photoshop that I'd be good from there. Here's where my problem lies, I don't understand how people get these nice looking "template" wireframes exported from 3d packages into an image file that you can bring into Photoshop. Take a look at the image and the C4D file that I attached. It's a VERY simple rocketship mesh. What are the steps needed to unwrap say the main hull into one of these wireframes that I can take into Photoshop? I've tried watching tutorials but they drone on for 20-30 minutes about playing with the wirerames INSIDE the 3d application but NEVER get to the part where you export something you can actually modify in Photoshop. I (partially) moved over to C4D because of Bodypaint, I figured since I could paint directly on my models I wouldn't need to learn this seemingly impossible aspect of 3d...but then I start doing some Bodypaint tutorials and guess what they start with...uv unwrapping! Isn't the whole point of Bodypaint being able to do it all in C4d and NOT having to export to a graphics program? Am I missing something? I know it seems like the most elementary of concepts to folks (apparently) but despite years of 3d work and being a fairly smart fellow I cannot grasp the basic concept of how it works. So any help would be appreciated. Thanks! Beta.c4d
  8. Can extrude out, but not in??

    ah okay. what about create n-gons, should that be ticked as well? no idea what it does so I may have activated it the other day when trying to get another extrude issue sorted out.
  9. I've never seen this one before. I'm trying to make some windows on a ship hull but I can extrude faces outward, but when I go to extrude IN it won't go. I even tried extruding out away from the main hull and then extruding in once again, still nothing. What gives?
  10. Extrude faces around a corner?

    and yes, I have tried setting the "maximum angle" anywhere from 0 to over 1100, nothing works.
  11. What am I missing here? I select the faces I want and then extrude but the ones around the corner split into separate groups, I want them to all extrude together so I have a nice solid shape, no gap between the parts of the extrude. Yet another thing that was automatic in 3ds Max but I can't seem to get in C4D. How do I get it to work right? Thanks.
  12. Mirror objects details to other side?

    Okay, glad you told me that. I will do that.
  13. Mirror objects details to other side?

    They're good being linked, since I don't plan on editing them further. Pretty cool trick. Thanks.
  14. Mirror objects details to other side?

    Gotcha, I wasn't looking for an image, thanks. One weird side effect I've noticed, the newly created stuff is BOTH sides. Like I can delete the old port side stuff and both sides are still there, but obviously if I delete the newly created starboard side object both sides dissappear. Also if I select an individual object from inside the folders it picks the one on the port side (original side) and not the starboard side object, like the starboard side objects are just reversed instances of the port side. I'm guessing any change I make to the port side now will also affect the starboard side. That's crazy.
  15. Mirror objects details to other side?

    Hmm, I looked through all of the tags in the menus of the object tree window and I don't see "symmetry" anywhere. Is it hidden somewhere else? Tried Googling symmetry and just came up with a bunch of plugins.