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Everything posted by Ridnic
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Sounds like you pushed "2" on your Keyboard. You can switch between different modes with those numbers. For example Wireframe and so on.
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Lil Update: I opened the exported OBJ File in Rhino, Blender an Cinema4D. All showed the Object perfectly. In Cinema4D itself, the imported Object had a Normal Tag applied. Maybe that helps in some way.
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Ahhhhh, thank you! *facepalm*
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Thank you! :-)
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I have that box checked. Do I have to activate some kind of zone or what does it precisely?
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Nope, its two closed objects. I deleted the object in between for the sake of simplicity. Here is the exported OBJ out of C4D r17. EdgeBreak08.obj
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I tried to import an FBX and Collada today and nothing happened at all.. :S Getting closer to desperation >.<
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It only splits my generated UV Maps in a weird/broken manner. The shading problem remains
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The Applink itself works. But it merges all Meshes/Objects into one when for example exported to the retopo room. And after unwrapping and baking i still have the same issue.
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I am Using Cinema 4D R17 on a mac and there is only a R17 Version for windows. I could give the old one a try.. :S Btw thanks for all your help and ideas! I would be soooooo lost otherwise :-).
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I am using the C4D OBJ Exporter and it seems that it does not support Normal Export.
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I tried to manually break the edges. But after the import in 3DCoat there are gone :-(.
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Not sure how out of Cinema4D. The applied Phong tag which applies an Edge Break at a certain Angle is ignored.
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I really like the ZB Like navigation. Especially when working in several programs at the same time, its hard to always switch between different camera navigations. BUT: The navigation stops to work when I want to use tools with spline or path functions. For example: I am in the Retopo Room and want to use the UV Path Tool. When the tool is actice I cannot rotate anymore. It heavily disrupts the workflow on different tools because I always have to switch to another tool to be able to rotate again. Is there a workaround? Is it a bug?
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I assume that you are using the 4.5 Version. I struggled with that myself and just downloaded the 4.7.05 Version. Its fixed there.
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Okay, so after a lot of try and Error I found at least a way. When calculating a curvature Map the normals/edge detection doesnt seem to be the most important factor. Maybe that was my mistake. Assuming that it would work this way. The Topology is key here. I used edge loops around the edges i wanted to have crisp. Similar to having a "smoothing" Object such as Dynamic Subdivision in ZBrush. With those loops the Cavity and AO Map generation was very clean. I was hoping to be able to use Low Poly Meshes. With those Loops it gets more dense
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Hi Guys, Glad to join you here! I just spend my first few days doing tutorials and getting used to the program. Personally I work as a 3D Artist with Cinema4D und ZBrush and I have been looking for some good UV/Texture solution for some time and finally made my decision. What I am struggling with right now is some kind of workflow issue I guess. All I want to do is take my Model from Cinema4D, create UVs in 3D Coat and paint it within PBR Materials. But it seems there is some weird Phong Shading and/or the curvature Map that is generated doesnt work well. Same goes for the AO generation. I got a picture of the Model in Cinema4D and the second has a Smart Material applied after Quick n Dirty UVs from Autoseam > Unwrap. When I looked for that kind of problem I did not find any solution. I dont want to sculpt on it first either. How can I get my edges to be treated as such and smart materials to work properly on imported low poly models? Best regards, Ridnic