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Cerbera

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Everything posted by Cerbera

  1. Then I would ask them for detailed information and additional drawings / reference for what that backside should look like. Still not enough info here to estimate properly I'm afraid. CBR
  2. Very difficult to give a price without knowing what the animation is doing, or what happens round the back of the model - there could be a whole car interior round there ! CBR
  3. Cinema is a little lacking in its normal controls, certainly in comparison to Max. We only have 2 commands for polygon normals, and you know about both of those. We have even less control over vertex normals, which is I think what you want to control here. So, for people that do want to do this there is a plugin which should help you (if you can get it to work in R19 - it is quite old !) http://frostsoft.blogspot.co.uk/2012/01/vertex-normal-tool-plugin_80.html CBR
  4. Oh dear. If you are new to modelling and animation, and have a very short turnaround time for this, your best bet is to sub-contract the job to someone with the skills to do it - you simply cannot learn to do that sort of thing in this amount of time. Let me know if you would like me to move this post to the Job line for you. CBR
  5. I wasn't fully aware that Cinema did vertex colours. But a quick bit of Google-Fu reveals that it does, since R18 ! So that's a start. But I don't know how you get that colour data from your .obj into the tag. Do let us know how you get on ! :) CBR
  6. There is a way round this. Instead of doing one loop cut and bevelling it to get those polys, do 2 loop cuts (in edge distance mode, not proportional) - that should avoid the distortion at the corners and give you that loop of polys. And rather than extruding them in, you could put the modelling axis at object center and ctrl-scale in from there on XZ. Of course I don't know what you're trying to make, or what you want that bit to look like, so that may or may not be viable for what you're doing. CBR
  7. Reporting it now won't make any difference for years to come, as tools are planned and developed way in advance. But as I said in my first post, I have already suggested the straighten corners option, as I'm sure others have, so it may already be in the development cycle. But feel free to suggest it yourself via that page of the website. The more people asking the better ! :) CBR
  8. It is possible to model without these problems if you know what Cinema can and can't do, and are prepared to work round the things it can't - I know - I do it every day, and I am able to solve most problems most of the time. Not necessarily as fast as it sounds like you want though ! You do seem very unhappy with the way this program models stuff. You might be happier in something like Modo or 3DS Max. The modelling tools in Cinema are on a slow gradual ramp of improvement, so if you hate the way the tools work all I can suggest is using something else. Or if speed is the ultimate factor for you, then maybe something like Sketchup is more suitable. CBR
  9. Well, that is the method, and I am not aware of any others ! CBR
  10. Unfortunately, you are correct that Cinema is just bad at this. 3DS MAX for example has a little checkbox with its extrude and inner extrude functions called 'straighten corners', which we are sadly lacking ! I'm afraid we must correct for this by hand until they rewrite the tool. I have already suggested it to MAXON on more than one occasion ! If you wanted to keep that area straight, why didn't you just Loop Cut with Preserve Curvature off to add the loop, which would have done exactly what you wanted (if I am understanding you correctly)... I don't understand what you are expecting here, or why the first lot of pictures are wrong - could you explain a bit more what you are expecting to see there ? I think the values in your first set of screenshots are what I would be expecting - I should check you are aware that the coordinates manager is not giving you the physical length of selected edges but rather their XYZ scales relative to the world axis. Annoyingly this happens whatever mode the modelling axis is set to. In an ideal world, like you I would like to be able to set that to 'Normal' and get the accurate length in the CM, but it's just not how this works. However you can measure edge distances accurately with the Measure & Construction Tool, which when locked to 2 points will live update as the distance between them changes. What that won't show you is the angle, and we don't have any tools I am aware of that will. Cinema's modelling toolset is a lot better than it used to be, but there is still some way to go... CBR
  11. Generally speaking, if XS thickness goes wrong, then Extrude with Caps will probably do the same. Definitely do check your normals, as this is vital to all extrude operations. But to be honest this is such an appalling mesh, topology-wise, that the normal techniques I would use to sort this out just won't work here because it is almost impossible to practically wrangle that amount of triangles. I know 3D printing doesn't care what the topology is doing, but the techniques you need to save this very much do. If it was me, I would start again and build it from low poly and easily manipulatable quads, where I would add thickness before any subdivision or top panel details. You could use the retopo tools (polygon pen, poly snapping, shrink-wrap etc), to build this nicely on top of your existing model. CBR
  12. Sculpting clothes over a body is going cause you lots of problems unless you approach this very carefully. For example it would be sensible to have no body parts in the areas that are covered by clothes, because sculpting is nightmare with thin surfaces next to others, and this must end up one object. I'd need to actually see your models before I could give you the main stages of this, but in the meantime, this video shows the method(s) you need to do this. Here, the HB modelling bundle is used at the end for retopology, but most of those tools are native to Cinema (shrink-wrap, polygon pen, poly snapping etc). CBR
  13. Please translate future posts to English first please - this is an English only forum ! ;) I have corrected it on this occasion. CBR
  14. If you can't find it I'd suggest using an alternative like Poser Fusion which comes with Poser Pro 2014+. CBR
  15. We can't tell that without seeing the lines ;) It might be all booles, triangles and phong ! But I hope not - guess it depends who was driving... CBR
  16. Just tested it, and it's working fine for me ! Difficult to know why that wouldn't be the case for you unless you were doing it wrong ! Have you updated to 19.053 yet ? CBR
  17. The words 'very high resolution' and 'free' are almost never found together ;) If Google can't help you here, then I'm not sure what can... CBR
  18. Cerbera

    Zbrush 2018

    Hugely powerful as always, but I wish someone would throw that entire interface in the bin and start again ! :) CBR
  19. Here's a little simplified demo of how you'd proceed doing it the 'make editable' way above... Hope that helps... CBR
  20. It depends. You could make the sidings from entirely separate objects - that way you could leave the track parametric. But you will see the joins that way, which might not matter to you, but if it does, then you would have to do it all as one object and that track would have to be editable geometry. Of course there is nothing to stop you taking a copy of your original parametric track, so you always have the original to go back to. CBR
  21. We should get our terms right - you don't need to connect a 'spline' to anything. Instead you need to extend areas of the track sidings down to the ground. To do this you need to make the sweep object editable, and then add some loop cuts to the track and extrude selections of polygons down to the ground in the right areas. Note that this will give you triangles at each end of a raised section track, but you should solve these to quads if you want to use this with Subdivision surfaces. CBR
  22. That bevel tool has some hidden secrets. Who knew about the live sub-selections ? Certainly not me ! Good old CV to the rescue again... https://www.cineversity.com/vidplaylist/cineversity_1on1_quick_tip/bevel_tool_secret_-_tapered_and_non-uniform_beveled_edges Just making sure as many people see that as possible, as that is a nice trick to have up your 3D sleeve... CBR
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