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C4DS

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C4DS last won the day on December 9

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About C4DS

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    Respected community member.
  • Birthday 06/04/1970

Profile Information

  • First Name
    Daniel
  • Last Name
    Sterckx
  • C4D Ver
    R20.026 Studio
  • Location
    Belgium
  • Interests
    Electric guitars, Virtual Instruments, Radio controlled electric airplanes, 3D animation story telling, Video editing, C4D plugin development

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  1. It's been a while since I worked with Substance Painter, so I had to dig in my archives. The hires model is indeed with SDS turned on and "current state to object"-ed, then exported as FBX. The lores is with SDS turned off, again exported as FBX. Note the separate objects are named accordingly, in order for the Substance Painter bakers to do their work. When importing the textures to your SDS-ed objects, set the "Subdivide UVs" attribute on your SDS(s) on "Edge". This seems to be the one which helps for least stretching of the textures. Still not 100% OK. Additionally, I still haven't managed to get an identical look between the preview in Substance Painter and the output in C4D.
  2. This reversed UV is something I could never understand. Is this still present in R20? While working on my Seamilar plugin I regularly encountered such reversed UVs while unwrapping models. With the recently introduced shaded mode the reversed UVs are easily visualized. I thought it was an easy thing to fix, so I implemented and "auto-flip" into Seamilar (and soon to come EasyUV). Never had reversed UVs since. Of course, when manually flipping UVs you'll end up with reversed ones ... obviously. Still wondering why this auto-flip isn't part of MAXON's default unwrapping implementation? And the fact that it isn't easily noticed, due to the wireframe representation of UVs. You indeed need to look at the textured object to notice the issue.
  3. There is no single right answer of course. All depends on the goal you want to achieve. Just note that not all textures need to be of the same resolution. Say, you have a large object with its own UV canvas. And many smaller objects, with each their own UV canvas. You could then assign a 2K, 4K or even 8K texture to the large object, and use 512x512 or 1K textures for each of the smaller ... or combine the smaller onto a single canvas and apply a 2K (or larger) texture. 2. True. If you need more details in your texture, and you can split off objects into separate UV canvas, this could be a means to reach your goal. 3. cutting big object in half to rearrange? Not exactly. You could split off panels or parts of the object, where seams can be hidden. Creating separate objects with their own UV space ... just like point 2. 4. Depends. If the small objects are less noticable, they can have smaller UV space than the larger objects. Or split them off and give them their own UV space ... back to point 2. Depending the project I don't follow the rule to keep same UV size for different parts of an object. But for a single part, I do try to keep the UV polygons sized equally. 5. Doesn't always work, but the idea is to create a subdivided hires model and from that (re)create a lowres model. The lowres model is imported into Substance Painter to work on. You then load the created texture from Substance Painter onto your hires model in C4D.
  4. EasyUV is based on my Seamilar plugin, but as a younger sibling with less features. It mainly focuses on the ease of unwrapping UVs, using the specifically created Seam Tool. More information coming soon ... A small list (not final) of the differences between EasyUV and Seamilar:
  5. As mentioned before, your meshes aren't equal. If you select your "test nub" you'll see it has 1651 polygons. All other nubs have 1720 polygons each. For the UVs to match, the meshes need to have equal number of polygon (AND the polygons need to be indexed equally).
  6. C4DS

    split polygon shortcut

    "Connect Point/Edges", using default shortcut M~M (at least in my R19, in R16 it seemed to be Alt-X)
  7. Thanks for the feedback "Toolsets" have been designed. But I still need to find a way to provide this into the configuration window.
  8. Have been working on some more features. This was the main purpose of the whole Dials plugin ... being able to provide multiple "favorites" per tool. It did take up quite some time before getting to that point. And I am still not release ready. There are still quite a few hurdles before reaching the finish. But providing, now and then, some updates on the status of the work does help keeping focused on the end goal. Since its original release the plugin has been downloaded about 250 times. Sadly only 9 people have taken the opportunity to register it. And only 5 found the plugin useful enough in order to provide for a donation. A big thank you to them for supporting me. Unfortunately, while being generous, these few donations didn't manage to compensate for all the effort spent developing the original plugin. Let alone all the extra effort needed for the follow-up. Lesson learned. Note: one of the reasons I have taken down the registration for the plugin, is that more and more users where providing an invalid serial number (cracked software). Not to sure what to think of that, but yet another lesson learned.
  9. C4DS

    Contest maybe?

    Note that this isn't Nigel's forum anymore, so if contests are to be set up I am sure rules will be different to what these used to be. Different people holding the reins, different rules. I do agree to miss some of the contests that were started now and then, in the "old" times. Especially the ones related to animation. However, I never actually took part of any of the modelling ones, nor texturing ones. As I am more of a storyteller, something I prefer not to do with a single image. And, as such, nostalgically remember the "Flight School", "Perpetual motion" or "Inner workings" contests. Ah, those were the days. "Gamut", my entry for the "Inner workings" contest ... won first price, and was really proud of it. Still have the T-shirt.
  10. C4DS

    4D Paint is now Pay What You Want

    Well, he just did !!! You can now decide for yourself this "lower" price. It is not as if he is giving away the plugin for free. To some it may sound like that, but that's not the idea behind it. I have made a few plugins (non-commercial, for my own use) which I have provided to those requesting for it. Not for free but for a "fair" donation. I am not going to list them here as I don't want to hijack kbar's thread. Some do value the effort behind these plugins and have provided some donation, thank you. But many (95%) just download the plugin and never hear from, no positive nor negative feedback. Do they actually use the plugin? No idea. My intention with these "donation" plugin was the same as kbar's "Pay what you want payment model". I have since then understood that this simply does not work. If people can grab it for free, they (... or at least most) will. ... which reminds me I haven't donated to the C4DCafe in a while.
  11. Do you know where I can find the PolyGnome  plugin? Everywhere I've looked it appears like it fell off the face of the earth

    1. C4DS

      C4DS

      Well, knowing the plugin was only available via the C4DCafe I am not sure you would have found it anywhere else.

       

      Due to different reasons the plugin has temporarily been removed from the C4DCafe store.

      One of these reasons being that the plugin is not yet compatible with R20.

      If you happen to be using an older version of Cinema 4D (R16 - R19) and want to purchase the plugin, please contact me via private message and we can work something out.

       

  12. You're welcome. Glad the script is working and useful to learn from. Just a note that the original COFFEE script you posted is not complete. So, for others learning to convert COFFEE into Python, note that that the COFFEE script is missing something like main() { right between the end of the comment and the var declaration.
  13. What is the problem you encountered? With the help of MAXON's Python SDK documentation I was able to convert it into the following Python script. Having no experience with the Stage object, I actually don't know what to expect. I hope the converted script does what it is supposed to ... # CamSwitch.py # CamSwitch.CSC V1 B.Horgan 2010, converted to Python Daniel Sterckx 2018 # works with Stage Object to toggle between editor and and linked cameras in stage object # (just switches the stage on and off and refreshes the view ) # NB - rename the Stage Object to 'CamSwitch' for the script to work import c4d def main(): switcher = doc.SearchObject("CamSwitch") if switcher: state = switcher[c4d.ID_BASEOBJECT_GENERATOR_FLAG] if state == 0: switcher[c4d.ID_BASEOBJECT_GENERATOR_FLAG] = 1 c4d.CallCommand(12147) # redraw view to activate linked camera in Stage Object else: switcher[c4d.ID_BASEOBJECT_GENERATOR_FLAG] = 0 c4d.CallCommand(12202) # Switch to the editor camera if __name__=='__main__': main()
  14. Unless I am missing something I am almost certain this is not a built-in feature. As such, the best solution would be for you (or someone else) to write a script that does exactly this. You could even add some options to process selected points only, or all points if none are selected. Just a thought.
  15. Version 1.0.0

    22 downloads

    This is a quickly written script to hide polygons except for those belonging to selected points or edges. Allowing to work on models by hiding polygons and focusing on those that do matter. Assign a shortcut to the script and you can use the same shortcut to hide and unhide the polygons.

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