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Arthos

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About Arthos

Profile Information

  • First Name
    Arthur
  • Last Name
    Blaquart
  • C4D Ver
    R18.039 Studio
  1. So I guess based on what you say and the result I get I'm going to have to unwrap it myself. Thanks
  2. I have a character with a single material applied to it, no images or imported texture, just color and reflectance in Cinema 4D. Do I need to UV map it by hand in order to be able to bake the object without getting ugly seams and weird artifacts? It feels like a lot of wasted time since all vertices should have the same color, or perhaps the way I think about this is all wrong.
  3. For the record, export it in .fbx and then import it to Maya to re-export it fbx-dae and it works fine. Don't ask me why though.
  4. Has anyone been successful at exporting .dae character animation with bones and skin to be used in Xcode? From what I've gathered it only support collada 1.4, but I think the bones hierarchy needs to be tweaked in order for the animation to work in Xcode. There is very little information on this and I don't know anything about Xcode, I'm just doing the animations for a client, using a Mixamo bones hierachy. I think each bones need to work independently, so a flat hierarchy would work perhaps. I wanted to use a constraint to parent tag for each bones and pull them out of their hierarchy, then bake the animation to keyframe, but I can't get it to work so far.
  5. Gun modelling from 2D concept art

    Are you talking about the hard Surface tutorials? Because I have them already
  6. Gun modelling from 2D concept art

    I want to go with a realistic look if I can so quite detailed but still optimized topology for real time. I guess I'm a little bit confused when it comes to intersecting objects and polygons, I felt like in order to get the lowest polygon count I needed to avoid having intersecting objects. So what parts would you break into different objects for this gun?
  7. I just finished modelling a plane based on the 2D image I have of this gun, and now I have no idea how to start extruding the different parts. As you can see my mesh is only one object (which is perhaps a mistake?), I've tried beveling in solid mode and extruding the different parts but I don't get as much control as I want with that. I almost feel like this should have been a sculpt followed by a re-topology rather than trying to model it straight away but again I'm way out of my comfort zone on this one. Any help would be appreciated, how would you do it? I plan to import it into substance painter later on for texturing, which dictate the workflow a little bit.
  8. Yes I think you're right. So basically my only solution is bones+skin as far as I can tell.
  9. Ha cool thanks. I tried baking using the back object function under the timeline, and checked PLA, but it doesn't work weirdly enough, once I re-import it the object is static. I'll try your plugin now
  10. It's collada .dae (it was in the title but you missed it probably). Ok I'll have a look at that plugin. Just curious though, what does PLA stand for?
  11. I'm doing a couple of looping animations for a client that will use them for an app on iOS. How do I bake my animations to make sure it's going to work in his environment? I was thinking about using the point cache tag, but then once my animation is stored what should I do?
  12. I use the pose morph tag to animate my character's facial expressions. I want to automate the blinking and small random eyelid movements (like squeezing the eyes a little bit). Right now I've successfully created random movements with Xpresso but they override my key-framed blinks set on repeat, which means my character never truly blink because the Xpresso noise is added to my key-frames as far as I can tell. What I'd like to be able to do: - Make sure my character blink every 191 frames (bonus: add some randomness to that number so doesn't blink exactly every 191 frames) - Add some very subtle random eyelid movements between the blinks without having it override the blinks strength. I'm still beginning with Xpresso so if you know how to do it I would love a bit of details on how to achieve this, but that being said any help would be appreciated :D. Thanks
  13. Try this: https://wetransfer.com/downloads/048377f318c42cfddb8291377366ca6c20170804223130/167efdedb30d49a3de576f2a4149a4c520170804223130/7c3286 I'm using Pose morph on a Null that has all the fingers joints as child (in FK chain)
  14. I'm using the pose morph for the first time and it's working great. I started with the left hand and copied the tag onto my right hand. Then I selected all the poses and right click>flip x but it doesn't, my poses are all over the place. I'm only using rotation and hierarchy in the morph tag which is perhaps the issue. I tried flipping on Y and Z but I don't get the result I want either. .c4d file here: http://efshare.com/?s=5FG9FD
  15. Edge loop selection and Path selection in the UV view would be much needed. I'd like to be able to use the Brush functions (smooth, repeal, etc) to manually relax the mesh where I need it, right now we only have a crappy Magnet tool. Some stronger relaxing algorithm would be great or at least improving them when trying to relax a couple of polygons selected inside a UV because right now once you relaxed the whole thing it's impossible to refine it like in Maya for example. Being able to choose the axis of projection when using the Frontal Projection in BP UV edit mode. Right now it's taking the view from main camera but it's annoying to switch the viewport every time you want to project. That's all I can think of right now but I'm sure there is more. Basically I just want more C4D tools to work in UV :) Cheers

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