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Manny Jimenez

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  • First Name
    Manny
  • Last Name
    Jimenez
  • C4D Ver
    R20.026 Studio

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  1. Alright fellas, I got a an update. I think I got a pretty good idea of what's going on. I tested the same Normal Maps in different render engines. The seams don't show up in Octane at all. In Redshift, they do show up, but when you override the Gamma and set it to 1, they go away completely. So seeing how Redshift was rendering seams before linearizing the map, I think this is all about how the Physical Render handles the linear workflow. The problem is, I can't replicate what I'm getting in Octane/Redshift with Physical. I'm using Redshift on the final animation anyways, but I still want to get to the bottom of this :) @Cerbera @Lonchaney
  2. I reached out to MAXON support with this new info. Hopefully they can help me out.
  3. I'm starting to think this as well but I just tried it in Redshift and it's hasn't helped. But here's the weird part, I baked out a test normal in C4D, and the errors are gone. I'm not sure what's going on.
  4. I've tried this as well, the problem is when I bring the map from Substance back into C4D, the shading errors are still there. If it's not too much trouble, could you bake out your normal map and try it in C4D? I'd like to confirm I'm not crazy. Lol So far, I'm getting the same results over two different machines.
  5. Thanks! Did you try anything different? I’d love to try to any of the methods you did. Alternatively, Im gonna try UVing in C4D as well. Also, yes please @Rectro I’d ypu have any advice, I’d love to hear it :)
  6. Yes thats the problem. I made the normal map in Zbrush. Do you think there's something wrong with the way I unwrapped it?
  7. Hey thanks Cerbera! I'm so confused here. What is the correct workflow for normal maps and UVs in C4D? Can you not subdivide a model AND have a normal map at the same time? Or do I just need to hide my seams better? The problem is the entire body of the model is smooth.
  8. Hi everyone, I couple of days ago, I made a post trying to figure out why my mesh was rendering weird seams when applying a normal map. The solution seemed to be to select the edges that corresponded my UV map borders and apply "Break Phong Shading" to them. The problem is now when I try to subdivide that mesh, the shading errors come back along the seams. Does anyone know what I'm doing wrong? I can't find anything online about this issue. I've provided the project file and here's a link to the normal map: https://app.box.com/s/evm7hid6lbvwjg84rslorz5hrmzalxiv Thanks! SEAMS_TEST_v5.c4d
  9. After some trial and error, I think I figured it out. It was a combination of two things. First, I needed to "Unbreak" the Phong Shading along the edges where UV Map was split. Second, in Zbrush I baked my normal map out at Subdivision level 1, when it should have been 2 or 3. I re-baked it out and everything looks as it should now. I got two edges in the back that aren't perfect but I think it's fine considering it'll be covered up. Anyways, Thanks again guys!
  10. Hi everyone, I'm modeling a character and I'm running into a problem. After unwrapping in Unfold3D and a quick detail sculpt in Zbrush, I'm getting all kinds of shading errors along my UV Seams (See attached) I'm not really sure what to troubleshoot. I messed around with the Phong tag and tried Re-exporting my normal map in Zbrush but neither worked. I also tried selecting the problem edges and breaking/unbreaking phong selections, which only sort of fixed a single line out of several. Does anyone know what the problem here is? Thanks!
  11. Hi everyone, Is it possible to recreate something like the image below with just mograph or fields? I haven't been able to recreate this look with the Push Apart Effector. Thanks, Manny! :)

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