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Found 14 results

  1. Hey everyone, I've been doing daily sculpts and so far I've kept my work completely in 3D Coat. And, rendering in 3D Coat just isn't cutting it anymore (for what I'm trying to do, I think it is a nice feature overall). I want to get my work into Cinema 4D and render with Octane. Basically, I want to do a High Poly sculpt, texture it, and then get it into C4D. Automapping High Poly sculpts in 3D Coat often leaves me with a lot of seams. So, any tips to help with that would be appreciated. And, I also have a very hard time getting the auto re-topology working. Here is my current best idea: 1. Create new layer and merge visible to get all my sculpting layers to one layer. Then, smooth/fill problem areas. Export as OBJ. 2. Use Decimatation Master in ZBrush. Export OBJ. 3. Go Back to 3D Coat and map the UVs. Export OBJ. 4. Export the High Poly sculpt from 3D Coat and then go to Knald to bake Height/Displacement, AO, Curvature, and whatever else I might need to the Low Poly OBJ. 5. Go Back 3D Coat for painting textures. (optional before painting: Bake the shaders I used during sculpting to the low poly - which works decently) 6. Export to Cinema 4D. This workflow gives me decent results without losing too much of my original detail. But I wonder if there's a better workflow. I want good results, but my priority is definitely speed. I'm doing sculpts everyday, and adding too much to my workflow will only wear me out. IDEALLY, my steps would be: 1. Sculpt in 3D Coat 2. Paint on High Poly Sculpt in 3D Coat 3. Magically Export High Poly, painted sculpt to C4D So, please help me find a way to get my High Poly painted sculpt into C4D as quick and dirty as possible (well, not too dirty). I also invite you to check my stuff out: https://www.instagram.com/count.joshula/ Thanks for reading! -Josh
  2. Hello everyone Here is one of my first project on 3D Coat. What fantastic software !!! Workflow: 3D Coat, Cinema 4D, Character Creator and Iclone for animation test animation Ogier
  3. New to 3D Coat. Came for the unwrapping but would love to paint in the program. My work flow typically involves a low poly mesh under a Subdivision Surface. Obviously the look of your model can change drastically under subdivision and this will affect the way you paint. Is there a way to keep my mesh low poly but view it with smooth subdivisions while i'm painting? Thank you! -----Tristan
  4. Hello, I have problems exporting objects WITH layers from C4D to 3DCOAT for UVpainting or voxel sculpting. I got a model of a robot which is rigged and animated, and want to import each part for detailing and such in 3Dcoat. Right now i have to export each part as its own file which is very tidious, i'm sure there are a better way of doing this I've tried OBJ and FBX with no luck. Anything i've missed during the import process?
  5. Hello, im building a character in cinema 4d which i will be rigged in the same program. I recently bought 3Dcoat which i want to unwrap and sculpt the character, but the base shape will be build in cinema4D. Im not sure of what the best workflow would be. Is this a good way to work; Model "low poly" with subD in cinema4D and rig that. Then sculpt and export displacement map or normal map for the details? Thanks!
  6. As part of my ongoing saga to paint a rock: In the attached you can see the render from 3Dcoat on the left and the corresponding obj in Cinema 4D on the right. Some layers are missing. The reason I know this, apart from the difference in appearance is the fact that the moss only appeared when I exported the colour map separately and overwrote the old one. I did the same for the normals and they improved too. The Psionics, Alien-something, official and everything else tutorials on the subject show a straight export of the obj (File>Export) - and everything works fine. Even now that the moss is appearing, it still looks wrong - it should be bulbous for a start and there's obvious detail and colour/texture layers missing from the rock.
  7. I run into a problem with my export from 3dCoat to Cinema 4d. Seams appear at my island's borders and i don't know what to do about it (you can see it in the very last screenshot below). It probably is a step i haven't took in 3DC (i'm really new to topology & uv stuff so it might a simple mistake on my side). I've made some screenshots about the steps i take to prepare in 3DC and export to C4D. If some C4D users are here & are used to exporting from 3DC to C4D, thanks for confirming (or not) that my workflow is ok. I use 3ds max preset for importing OBJ's in C4D, otherwise UVs are messed up.
  8. I don't use 3DCoat but I'm a Cinema 4D veteran and, some time ago, a ZBrush/3DCoat/Cinema 4D user contacted me to know if I could create a way to make Cinema 4D use the polypaint information that is included in the .OBJ files exported from ZBrush and 3DCoat. So, I created a set of tools to deal with that missing feature in Cinema 4D. But, in the process, I created much more that just a tool to load RGB information from .OBJ files. I created tools that allow for the loading, saving, creation and editing of true Vertex/poly painting on any editable mesh. My plugin reads RGB information stored inside .OBJ files saved in zBrush/3DCoat or meshlab format. It also allows to save .OBJ files (in ZBrush/3DCoat format) that include that RGB information. The same for .FBX files (in version 6.x, ASCII format). But true Vertex/Poly painting can be created from scratch too. Check out these videos I created while developing the plugins: And this is the promo video: I'm getting ready to produce a longer demo movie, showing how all tools works. So, now there is a better bridge between 3DCoat and Cinema 4D. Before, only mesh data was available. Now, even PolyPaint colors can be swapped in and out of Cinema 4D. Let me know what you guys think Rui Batista
  9. From the album: Digital sculptures with 3D Coat

    First example of HDRI compositing.Modeled in 3D Coat and renderd in Cinema 4D with Physical Render

    © Francesco Mai

  10. Hi, I could really do with some help. I wish to purchase a 3D package with in mind to work on 3D modelling, animation and some composting. Mostly I will be modelling at the beginning but I will eventually move into compositing. I'll be modelling Vehicles, Buildings, Air Craft, Space Craft etc. I have looked online, unfortunately the most recent versions are out of my price range, however the previous I have found to be a good price. Lightwave 9 or Cinema 42 R13 I have used Lightwave before (some time ago) but have hard good things about C4D. I'd be grateful for any feed back. Thanks
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