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DanielCFilho

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About DanielCFilho

  • Birthday 08/17/1984

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  • Website URL
    https://www.facebook.com/daniel.costafilho.5

Profile Information

  • First Name
    Daniel
  • Last Name
    Costa Filho
  • C4D Ver
    19.053 Studio
  • Location
    Belo Horizonte, Brazil
  • Interests
    Playing the guitar, painting, drawing, reading the occasional book, taking a long walk, but most recently, obsessed with 3D.

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  1. DanielCFilho

    Settings

    Settings produced with a character of mine. I use him in paintings... I call him "The Pawn".
  2. Myself, my favourite fossil finding goes for Ivan Sutherland, demonstrating this piece of machine: I can say that I started with 3D in a great deal because of the massive blood, sweat and tears that had to roll just so that we simple peasants could spend our days in this creative haze... that was inspiring for my entrance in the field. All you guys above gave beautiful examples of historic achievements in the gigantic field of computer graphics, but I like to wonder sometimes about all the other geniuses on wich we depend on for developing our craft. You can go back mileniums just to acknowledge again and again that we owe it all to the crazy unique talents of the past. Where would 3D be without Descartes? What about that old tale about Leonardo da Vinci declaring just "inventing the world" after elaborating his perspective laws? What to say about Goethe, who, retired after his completed masterpiece, decided to fiddle around with some color studies and gave us the first color wheel diagram? Go back a while till the greek mathematicians, try showing up in Euclid's workstation... "Hey, Euclid, you're going to the party? I heard there's gonna be girls", and he would say "Sorry, man. But I decided to waste my whole life trying to figure out something that will not have any real practical use till generations from now". Babylonians way before decided the old 360 degrees to segment the circumference and till this day we use a convention of measurement that probably had its roots on astrological mystic purposes. - All being said, Hats off to Douglas Engelbart, Ivan Sutherland, Pierre Bezier and the such, but I love to waste some idle viewport contemplation to remember that we're really just sitting on the lap of the gods...
  3. Must be a good tool that of yours, man. I'll check It out one of these days. Thanks for the help anyways.
  4. I had already found this instruction on other threads here, but the problem is that you have to manualy scale everything. When you make the connect editable you can then use the realign (with equalize island size) and the uvs will be automatically resized maintaining the overall relative proportion. That seems simple, but in a case with a lot of different objects it would take a long time to get all their uvs proportional using your method, and the ultimate result would be just an aproximation.
  5. Really? How can I realign the separate uvs into only one map without making the connect editable?
  6. Hello, guys. After taking the time to watch the magnificent tutorial about Bodypaint from 3dKiwi, I was able to finnaly unwrap a fairly complex model with lots of objects. But the thing is I wanted to arrange the separate uvs in single maps according to materials, i.e, all metal objects in one single map, all plastic objects in another single map and so on. I was able to finish the task after reading some threads here, but I was wondering if I'm missing something. The process I used for each desired map was: 1 - Unwrap each object separately (no problem with that, thanks to 3dKiwi) 2 - Put all the objects under a connect object (disable the welding and set the phong mode as manual) 3 - Make it editable (Current state to object) 4 - Go to the UV Edit layout and use the realign command to arrange the uvs (enabling the equalize island size) 5 - Select each separate object (using the fill selection command in polygon mode) and split one by one into a new object 6 - Then pasting each resulting uv tag to the respective original object The problem I encountered with this proccess was that after splitting the objects (step 5) some resulting uvs couldn't be used on the original objects: 1 - their uv poygons didn't match the respective original model polygons, 2 - In some cases they would indeed match but the uv polygons were disconnected (they looked ok in the map but after using the realign command as a test each uv polygon was separately arranged, meaning they didn't form a single island no more) 3 - In a few cases, both things happened. Whenever that was the case I just used the splitted object from the connect directly in place of the original instead of just pasting the uv tags, cos' with the splitted objects the uvs resulted ok in all cases. But that was a problem, cos' I had to rearrange the axis and correct the phong on each one. As I said, I was able to do it and i like the result very much (It's my first unwrapped model ever), but I got the feeling that this proccess seems like a kludge (I don't know if this is the adequate term... In Brazil we have the word "gambiarra" for things like that, for when a strange and messy improvised measure is used in the lack of a formal solution). So I was wondering if you guys have any tips for solving this matter in another way (without using another software). Thanks. PS: I'll attach some images of the aforementioned model.
  7. After some two years of searching around, I have to admit you're absolutely right, Igor. C4dCafe rules! But it's also rare to find another brazilian around here, and I still haven't found the brazilian comunity for 3d people, so it doesn't hurt to try... As Rodrigo says: A hug!
  8. Fala, Rodrigão! Belo Horizonte material right here... Good to see other brazilian bloke hanging around this parts. As Rectro says, stick around cos' the people in this forum are very friendly and helpful. I've been learning a lot here. - In particular I'd like to ask you if you've ever come across a site like this here in Brazil. If so, let me know. - Best of luck in your endeavours!
  9. What I can't figure it out is how to apply the spherify deformer to the subdivided result and get the according necessary deformation on the base mesh. I think I've tried all the permutations possible and until now my idea is that the spherify deformer can only deform or the subdivided result or the base mesh, but never the base according to the result. That's the main problem with the spherify deformer for me. Cos' in the end what I need in these cases are simple polygon based geometry to put under SDS, without deformers. Coming back to the starting case, just to simplify: a basic hexahedron. If I put it under a Hypernurbs, and after it as a second child I put the spherify deformer, I would have a perfect spherical result after the subdivision. But after that, how can I get rid of the deformer and get the right base mesh that would give me the same subdivided result? Maybe I'm missing something very simple, but that's the kunundrum... Thanks anyways, man. - And thanks, Caveman, for the link to the script. It'll be very useful. - And just to clarify, guys, I mentioned a light bulb just as an example. I'm not modeling one, right now. In fact, late last year I modeled a light bulb but because of this exact problem I had to leave just the bulb with a much larger polygon density and not subdividable. I'll attach some images. (And as relatively I consider this an old model, please don't mind the triangles and the couple of T-Verts, as they say. It doesn't happen no more, you rest assured!)
  10. Thanks for the recipe, Cerbera. I'll try that. As I don't have the point-to-circle script, I've been using the FFD deformer to transform that small plane you say into a circle. I think I can get close. But I keep forgetting about the soft selection, I almost never use it for anything. Anyway, I've been searching the web for more clues about this, and what I've understood is that whatever method people use, the end result seems to be always just an aproximation, never the perfect spherical. Maybe one lucky day I'll find the perfect method by chance. Until then, thanks for the tips.
  11. Just to add to what Rectro explains: the Sub D Renderer setting will only be applied to a rendering in the picture viewer. When rendering directly in the viewport, the program will still only consider the Sub D editor setting.
  12. The problem with the spherify deformer is that it can be idealy used only for a generic sphere. That will be almost never the case when modelling real objects. The general case will be objects WITH spherical parts. For example, the generic light bulb will end sphericaly, but the whole shape is something else. I keep finding online examples of techniques to achieve a spherical part under SDS, but never a good tutorial. For example, I've noticed that one thing that people do is to substitute the triangulated pole in the end of a standard spherical with a kind of quadrangular filling. But when I see that and try to emulate by myself, I never get the right result. I'll attach an example I found of a light bulb for instance. (I found those images on turbosquid. I don't know the protocol, but if I can't post it here, just let me know) - The thing being: if anyone knows any tutorials or anything about sphericals under SDS, I would appreciate it.
  13. Hello, all. I've searched the Cafe and the internet in general about this, but coudn't find a perfect solution. I'd like to know any method you guys use in order to model spherical objects when apllying them to SDS. I know that a standard sphere is not good for subdivision because of the poles of triangles that produce pinching and artifacts after SDS. I'm currently using the hexahedron to model any kind of spherical objects for SDS, cos' it's all made of quads and that way doesn't produce artifacts. But the problem is that an hexahedron, after subdivided, doesn't end up as a perfect sphere. It results in very subtle bulges that deform the shape of an exact sphere. So, if you guys have any suggestions, tips, on how to get a perfect sphere using subdivision It would be greatly appreciated. Thanks.

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