-
Posts
17,941 -
Joined
-
Days Won
727
Content Type
Profiles
Blogs
Forums
Gallery
Pipeline Tools
3D Wiki
Plugin List
Store
Downloads
Everything posted by Cerbera
-
Perfect Circular Holes on a Plane without Booleans
Cerbera replied to eikonoklastes's topic in Houdini
Lols - came here to say that ! π I couldn't see how it is getting nice surfaces when tubularised from all the horrible ngons, but later I see it mysteriously 'became quads' at some point ! What's goin' on there then ? Some sort of procedural remeshing ? CBR -
Igor is right - support tickets can be used to suggest ideas too. However, I believe Maxon are well aware of the need for UDIM workflows by now, so I'd be surprised if it wasn't already in their plans. CBR
-
Welcome to the Core π Good to have you here - may your learnings be excellent, and your 3D's rewarding ! Don't forget to complete your profile so we know which software and version(s) you are working with. CBR
-
Splines in extrudes if you want to do it fast. But if you want to do it nicely then starting with a 64 segment disc primitive (with inner radius) for the main circle would be a good start. Other than that it's all very simple primitive shapes you just need to get the segmentation right so you can connect things like the reference. Then add thickness as needed via regular extrude. If you want to use SDS you'd need some control loops as well obviously, and quads are good, but ultimately not necessary, as no part of this isn't planar. CBR
-
Ooh yeah, NOW we're cookin' π CBR
-
You need to upload your scene file really, so we can confirm what is going on, but it looks like a) you haven't connected the corners and b) like the plane is not getting subdivided to the same level as the column. CBR
-
As Might said, that's waay too many MBs to show us a hex tube !! Always simplify / optimise the scene files please. Yes, in geo so simple there is no need for imported Normal tags, so you can bin those off, and set the phong angle to less than about 40 degrees. CBR
-
Cache the rope sim, then playback to the frame you want to preserve, and do Current State to Object and delete the cache tag on the new copy. That works for me. CBR
-
I agree - I don't think that is a possibility yet. You must mean the new ConnectOR tag ? Unfortunately we are still awaiting definitive help documentation for this, so I hesitate to venture much info about this in case it is not accurate ! However the basic functionality is used to fix cloth to adjacent geometry without having to specify it - points on proximal objects are searched and connected automatically based on distance and the other options in the tag. I am unsure if this is of help to you or not ! CBR
-
Yes I should have made that clearer. You need the same amount of segments in your columns as you are joining to at either end, so 8 segments in the cylinders is what we need there. CBR
-
You can do either - but I'd recommend starting as you have with pillars separate so that you can place them as you see fit at suitable junctions, and then inset the 4 polys on the plane at either end, scale in the corner points, connect and delete the meshes, remove any caps on the cylinders, and finally stitch n sew them together. CBR
-
Welcome to the Core π Please complete your profile to show at minimum which version of Cinema you are using so that we know what tools are available to you. To be honest, I am not sure why you have felt the need to model everything here separately ! Usually the best approach for character animation is to have everything in one (other than objects the character needs to pick up and put down), and not to have any body mesh at all in any area covered by clothing, so that you avoid intersection when later animated. In a model like yours above I would have combined everything into one mesh fairly early on, knowing that it would all need to move as one eventually. The usual workflow is to do that, and use stored selections to access any separate parts during the modeling process. So I would have made his head, hair and hat all out of a single mesh, and the same for the entire upper body. I can't see what is going on at the top of the trousers but it looks like the legs and shoes could all be a single mesh as well ! It's a little hard to tell from just screenshots (always upload the file, so we can see ALL the topology) but am I right in thinking you have appeared to baked in the subdivision with these separate parts ? If so, that is the wrong approach as well. This should be as low poly a model as possible to describe the shapes, but with enough key loops around joints as are important for animation so things can bend and deform properly, and should use live subdivision. So the sort of topology you are demonstrating in your lowest shot is way too high poly, and makes your job much more difficult and painful than it needs to be when it comes to joining things contiguously. CBR
-
As you suspect, the recent files list is not meant to be user-editable ! It is simply a record of the files you have opened before. However you can choose the number of files in that list via preferences / files in later versions of Cinema (you don't say which version you are using, and need to put that in your profile please !). Using save incremental to generate multiple versions of files is what I would call the single best way of guaranteeing you have a version to go back to should you need one later, or should a later file become corrupt for any reason. But if you don't mind living a bit more in the last chance saloon, you could use Takes for different versions, which could keep them all in the one file, though of course if that one files goes wrong. you may be in trouble... CBR
-
Having tick/cross buttons for all the objects?
Cerbera replied to scifidesigner's topic in Cinema 4D
Well no, but of course it is useful to be able to turn those on and off independently of their visible states ! CBR -
Having tick/cross buttons for all the objects?
Cerbera replied to scifidesigner's topic in Cinema 4D
Yeah I only asked for the one point back π Other points may remain valid / contested ! CBR -
Having tick/cross buttons for all the objects?
Cerbera replied to scifidesigner's topic in Cinema 4D
Er... not sure about versions previous, but S26 Physical Sky has a checkbox ! So 1 mark back for consistency at least π CBR -
Having tick/cross buttons for all the objects?
Cerbera replied to scifidesigner's topic in Cinema 4D
I actually don't disagree that it would sometimes be useful to eliminate poly objects from scene / vp calculation. However, the logic that only generators can be turned off does make sense to me - I can see why they did that, and that's all I'm saying. CBR -
Having tick/cross buttons for all the objects?
Cerbera replied to scifidesigner's topic in Cinema 4D
Yeah I have to say I don't find that illogical at all ! You can't turn a polygon object on and off, whereas you obviously can with generators. CBR -
Sir Vector knows how much I respect and enjoy his modellings, but as we're all piling in with the 'helpful criticism'... I am going posit the notion that we don't have quite enough topology around the eyes to be able to adequately define the 'points' at either end of them, which are subtle, but definitely there. # CBR
-
3D Connexion Space Explorer (Hardware controller) Double-click functionality: Points=point info, Edges= select complete loop, Polys=Select Connected, UV=Select UV Island. Right-click spinners to reset to default Drag directly in fields to change values R-click menu context sensitivity. CBR
-
Excellent project - horses are pretty difficult to get looking just right, but most of your curves (back end, head) are absolute winners, though I agree with face needing to be longer, and the edge flow adjustments so the chest flows more consistently 'around' to the belly area... Also, is his tail coming out of his arse a bit ? Pretty sure the tail should emerge before the bum-crack starts, though I haven't seen the film ! Keep up the excellent work, and lovely to see you back here and your gloriously crafted topology on something new ! π CBR
-
Yep, none of that π CBR