Jump to content
3DCoat Forums

Ridnic

Member
  • Posts

    43
  • Joined

  • Last visited

Everything posted by Ridnic

  1. Sounds like you pushed "2" on your Keyboard. You can switch between different modes with those numbers. For example Wireframe and so on.
  2. 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.
  3. Ahhhhh, thank you! *facepalm*
  4. I have that box checked. Do I have to activate some kind of zone or what does it precisely?
  5. 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
  6. I tried to import an FBX and Collada today and nothing happened at all.. :S Getting closer to desperation >.<
  7. It only splits my generated UV Maps in a weird/broken manner. The shading problem remains
  8. 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.
  9. 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 :-).
  10. I am using the C4D OBJ Exporter and it seems that it does not support Normal Export.
  11. I tried to manually break the edges. But after the import in 3DCoat there are gone :-(.
  12. Not sure how out of Cinema4D. The applied Phong tag which applies an Edge Break at a certain Angle is ignored.
  13. 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?
  14. 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.
  15. This has been explained in the Intro Tutorials of 3D Coat on Youtube. > UI Overview Pt.3
  16. 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
  17. 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
×
×
  • Create New...