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4
Cinema 4D & AI
If the VFX sub on Reddit is anything to go by, some dudes entire 5 person concept art team got replaced with a midjourney subscription lol, I really don’t think it’s too far into the future that certain roles start going in that direction . -
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Non-planar quad polygons of leaves don't look the same as in 3ds max.
Hmm i would rather avoid that . ive got about 50 models already in fbx/obj formats. they all might be like this .So im trying to get a solution directly in C4D. But ive had some luck now with the way i tried before. Bevelling one centre edge, triangulating, optimizing then un-triangulating seems to do the trick. but the more polys the slower it gets. And some leaves are being untriangulated in a weird way. Hoping for a better and cleaner solution though -
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2D image on a hdri background, how?
im a bit confused. hdri as a background this is the default behavior. place 2d pictures of objects, you can just use plane object and add a material to it. -
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Non-planar quad polygons of leaves don't look the same as in 3ds max.
Hi all. Ive bought some trees models and they are awesome, but in C4D the leaves are not looking as they supposed to. I know what's happening but not sure if there is a way of fixing it without creating additional polygons. ill try to explain the issue: So this as leaf mesh in 3ds max. it has nice 4 quads. as you can see they are 'bending'/warping heavily but this is how it supposed to look. When i bring it to C4D the benddig/warping doesn't happen, the top corner verts are connected, it still is a non-planar quad polygon but it connects the side verts rather then the top and middle one. There is no physical edge being created there - still just a quad. Cant show it better,. hopefully this is clear enough. Now ive managed to get it to look correct and i can do whole tree at once, by selecting all the edges, Shrink selection which leaves only the middle edge selected and beveling it one time at 0 value. that creates one additional polygon. but i end up with 2 edges in the same spot , this might cause problems later. Is there a way of forcing it to behave the same way as in max ? Thanks. And that how it render from a different angle vs how it suppsoed to render: vs
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