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zeden last won the day on May 14 2017

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About zeden

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    Cafe Ronin

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  1. Hi, first: your low poly model is not really fitting the highpoly very well. The guards low points a not matching with the high points for example. Snap the low onto the high. Same with the blade. Second the low poly shape is maybe too low. You do not really fit the form of the high poly for example on the grip and the blade. The low mesh should match the high silouette as best as it gets. Otherwise it leads to problems because the distances to bake between the meshes are too far most likely. Substance Painter has a brilliant baker for high to low normal maps etc.. But you still need to help it with clean fitting models ;) Another tip: you are wasting a lot of uv space. They say you should cover at least 70% in game models. https://www.youtube.com/watch?v=5e6zvJqVqlA
  2. It will most likely lead to deformation of the head of the lamp which is not wanted, right? Better check out spline IK...
  3. Like bezo showed: - first define the uv seams using the edge Selection tools - second select the polys you want to unwrap -frontal projection - unwrap with Lscm or Abf with cut selected edges enabled - last step Equalize Islands function You basically work yourself from the right uv Tab to the left Tab. That brings you quite far in 90% of cases.
  4. That. Some of the major issues are there for a decade now. For years I thought they are simply ignoring it. Today my conclusion is: they do not know about the shortcomings. They are simply not aware. The sheer existence of the Xparticles suite is a simple example. The Insydium buisness model is: close the gaps in C4d. They are building a whole small company around it. And we even haven't talked BP and Uvws. R21 was maybe the thinest release ever. But they sell it like crazy. No need to fix things.
  5. The skin weights are most likely your problem. Open the weight manager and click through all Joints. You will see that the arm mesh is influenced most likely by other joints than the arm joints. You will need to correct the weights with the weight tool.
  6. You could load your character as fbx into Mixamo, do an autorigging there with the T Pose file from Mixamo and export back to C4D. You then have the Mixamo Rig as a start in C4d which is very similar to the character objects version. The Mixamo preset is in fact a very simple rig without any controllers. You might work on the skinning after the Import because autorigging always fails to be perfect.
  7. I did exactly the same. I stayed with R19 and invested in Xparticles, Octane and Substance to fill the massive gaps in C4d. Seems we did the right thing. Very thin release this R21
  8. It is the Zbrush Zremsher technology. Which means while it is quite good on simple stuff and especially good for background objects it still fails for animation quality. But it is getting better and a cool tool. But not yet there for production meshes.
  9. "syncing animation between cars and cameras" what does that mean? You want the camera to follow exactly the car?
  10. You are using procedural animation techniques with the noise in the fields. It is very hard to match the in and out point of the animation this way. Most likely the problem is the noise setup and not Octane. Renderers do not change animations. You could try to animate the noise intensity in at the beginning starting from zero percent and animate out in the end down to zero again to have a matching frame.
  11. Here is your mat with a simple studio HDRI rendered in Octane 4. You need light and reflections in your scene
  12. You could use one of the rigged humans from Content Browser and pose them. Then you throw them into Volume Mesher... But that would be a dirty way ;)
  13. First you need to create clean Uvw maps of all objects you want to bake. Then decide if you want to bake in C4d or Unity because the two use different material technology. Most people bake in the game engine because you see what you get in the game. In Unity you can also bake with Octane render for very high quality. In c4d "bake texture" or "bake object" are the commands.
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