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alheck

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  • Website URL
    http://www.renderready.com

Profile Information

  • First Name
    Al
  • Last Name
    Heck
  • C4D Ver
    19.053 Studio
  • Location
    Albuquerque
  • Interests
    Failing forward.

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  1. Also, there is no retopology needed. You build from low to high, so you start low poly, paint in your character, then sculpt them, giving them millions of polygons, go back to painting, do more details, then bake out all that info into your original low poly model.
  2. But if you're building for mobile, the game changes. On mobile, you want even fewer polygons.
  3. So when you go to content browser, you can pull up your sculpt tab and pull out basic starter humans. The geometry starts from there. As far as an upper polygon limit in unity, for characters, you can't go over 65000 before unity starts splitting up your game object. Good practice is to keep it less than 20000 unless you're dealing with hero characters.
  4. Hi Rectro, Absolutely man. Attached is the actual file. In the end, the character has a little under 7000 polygons. He's derived from the sculpt starting file but this is the final game asset you would bring into Unity. Hope this helps! Marquis 16.zip
  5. Hey everyone, I've been a C4D user since R10 and it's a fantastic program. It can do so much but there isn't much love given to it as a potential tool to make video game art. Unity/Unreal, AR, VR, all of this is super hot right now and I've grown frustrated digging through the web to find any type of tutorial on how to build game art. So I made my own. Spent the last few years figuring out how to build some *decent* game art and feel more than comfortable enough to try to share my knowledge with you guys. My buddy Jon, a self-taught software engineer and Unity Developer and I built The Ultimate Guide to Character Art using Unity and C4D. It's a course that teaches you how to create your own video game characters using Cinema 4D. It teaches how to do easy UV Mapping, Bodypaint for your color channel, bump, reflectivity and roughness channels, Sculpt and convert that data into normal textures, create polygonal Hair and more. We finish the course by importing and testing in Unity. I've searched far and wide for something like this and I hope this is a huge help for you. If you have ever wanted to create a video game character using Cinema 4D, then I hope you will sign up for this course. Please Click this link here and enter "LAUNCH10" for a massive discount.
  6. This will help my friend! http://www.renderready.com/?p=3274
  7. This and my other tutorials will help with UV unwrapping. http://www.renderready.com/?p=3274
  8. Seeing the issues with UV mapping, I created some tutorials to help. This is the first one: http://www.renderready.com/?p=3274. Once you get the first one down, UV mapping is really quite easy to do in C4D. The only things I see lacking are a symmetry feature and a relax brush, but that can be done with some plugins. I also put on some head unwrapping http://www.renderready.com/?p=3280, Bodypaint http://www.renderready.com/?p=3286, and even facial projection mapping http://www.renderready.com/?p=3290. Hope this helps everyone!
  9. Created some new UV mapping tutorials to help those who may be a little stuck with it. There's a simple introduction to unwrapping faces, buildings, an intro to body paint and even some facial projection. Check them out. http://www.renderready.com/?page_id=954
  10. Haha, let's see. HDRI map on a sphere, 1 point light with area shadows, and yup, some post processing with orange/silver color overlays in AE.
  11. If you do your UV mapping correct where there is limited angled UV's and you set your texture to a pixel size of 1024 x 1024 or greater, the image should look great. Then once you get that single texture, bring that into BP and have fun.
  12. Rock on. THank you.

  13. Thanks for your tuts @ renderready. I found them interesting

  14. So much to do -> 0 time...


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