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  1. Hello, I tried asking this on the Redshift forums but thought I'd try my luck here as well. I'm trying to bake out textures for an object that has multiple materials assigned to different selections sets. I also have multiple uv sets for different textures inside my material shader- unfortunately I cannot seem to bake anything correctly. I have no problem baking out objects with only one material and one uv set, so I'm kind of lost atm. I'm trying to bake out AOVs for Unity btw! Anyone have any ideas?
  2. @Vertex Helix Ok, got it! Thank you very much!
  3. @Vertex Helix Thanks for the reply! So just to reiterate, UVs that I do in Maya will most likely be fine once I bring the baked alembic model into C4D, as long as I don't use pose morphs/blend shapes to animate? I'm planning on using Advanced Skeleton
  4. Hello, Has anyone had success with this workflow? Model in Zbrush Retopo in 3DCoat and bake displacement/normal maps Take into Maya, rig it and animate. Bake as Alembic Bring it all into Cinema 4D to texture and render. I'm asking because I'm not sure if by the time I bring it all into C4D, the UVs will still be intact to texture in Redshift or the displacement/normal maps will get corrupted. Any better suggestions of workflow would be appreciated! Thanks in advance
  5. Hello, I'm very intrigued by this specific movement in this movie ( around 1:47 > the panel animation) Could anyone point me in the right direction to how this was achieved? I would appreciate it greatly.
  6. After a lot more messing around, I think I'm going to start over with the weight painting. I'll def check off auto normalise this time around, and keep everything else you said in mind. It will be helpful going forward. Thank you!
  7. Hello! With weight painting, is there a way to batch zero out vertices? I have fully weight painted the head of my character but whenever I move the head, the body moves with it. What I'm trying right now is to select all the vertices that are moving, going to the weights manager and manually fixing the weights but ofc that is not a viable solution.
  8. Ah, that makes a lot of sense. Thank you very much, I understand much more how to proceed now :)
  9. Thank you both for replying. Also, wow that is crazy low number of polygons in those games I wasn't aware. I fully understand what you guys are saying. @Rectro you said if the character is clothed, the head can be more polygons and the body to what it needs. I'm planning on putting clothes over my model instead of modeling it in, due to the nature of the clothes. Just to make sure, you are talking about having the head/neck and body separate meshes, hiding the separation with the clothes and connect them through weight painting?
  10. Hi guys! :) I'm thinking about rigging a human character and I would like to ask for clarification on certain things before I begin. I have rigged and weightpainted a model before so I know the very basic idea. However currently I have a character model sculpt that is around 800k polygons. I can reduce the polygon count if I want, but the 800k polygon count is how it would ideally look. I want to have the face rigged as well, are there any tips or tricks or any kind to make the rigging and weight painting easier or faster? I know of baking displacement and normal maps b
  11. Hmmm, yeah it just happened randomly while I was animating. If anything, I might just re rig the character. Thanks anyway!
  12. Hello, I made a character object and was in the process of animating it. And suddenly, the pole of the arm (red joint arm in the photo) switched so the elbow bends the opposite way. I can't see how to fix it, many thanks in advance!
  13. I tried doing the set up as you said, the rope falls as it should but I'm having a hard time getting the blades to go with it. Would you be so kind as to check the scene file really quickly, I'm sure I missed something. Also, I feel like it's unavoidable that the rope will pass through some of the polygons of the model right? Since there are so many different angles? Or would there be a way to counter that, with subframe steps and such? cinema1.c4d
  14. Ah ok, I def have a better grasp on what to do now. Thanks for taking the time to explain everything :)
  15. Ah I see. So when I create the spline with the sweep and the nside, are there any tricks to make sure that the resulted polygons dont intersect when I wrap it around an object. Or is it just a matter of manually moving the spline vertices so that they aren't too close and readjusting the scale of the nside? And also essentially spline dynamics are just for simpler set ups for cables and such, where the spline doesn't wrap around or have any complex shapes? Sorry, I just want to make sure I understand.


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