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Lonchaney

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Everything posted by Lonchaney

  1. Agree. His trainings are pricey but thorough. I don't use Redshift so sadly this was a bust for me.
  2. You've come a long way Igor! Your modeling skills in Houdini are improving everyday keep up the hard work as Houdini is a great asset to have in your arsenal of 3D tools! I've been looking at LuxCoreRender but I may have a go with Renderman based on your results...thanks for the heads up.
  3. Very Cool, IGOR. Now I see why a lot of motion designers are switching over to Houdini...it's like mograph on steroids! I installed the Apprentice version last year to experiment with the grain solver...I think it is time for a revisit. Will you be giving us your opinion of Mantra?
  4. I've used several methods over the years depending on how interactive you want the experience to be. One way is to make a 3D pdf with Kent's great plugin 4D Publish. You can program different buttons to take you to various rooms/cameras to move around. You can also export to gltf and use Sketchfab to display the model and annotate items/features, but you will need a paid Sketchfab account to get the full functionality. My favorite method these days is to export to gltf via Unity and create an immersive VR experience using AltspaceVR, however this is a bit more involved.
  5. Looks really good! Are you going to rig it too? 😉
  6. As mentioned by JOOLSD in the post above this is a Unity limitation and not the fault of C4D. Unity does not know what to do with point level animation without a plugin. Megafiers, in my opinion, is the best and works well in Unity especially for AR/VR work.
  7. Same here. I've moved all my production renders to Blender and couldn't be happier. Even my clients noticed the difference in quality using cycles (and I don't have to "rent" a 3rd party render engine!). With the passing of each day C4D becomes less relevant in my workflow...in a way, this makes me sad.
  8. Welcome to C4D R23 😉 There is an R23 exporter to Sketchfab that may work for you but you'll need a Sketchfab account (free). Your other options are to save as fbx and export to gltf out of Unity, Substance Painter, or Blender...they all seem to work properly.
  9. Your rigging seems fine. I have no idea why it does not export properly.
  10. Ok, that makes sense now. For future reference it would help us if you updated your profile with the latest version you are using 😀 The only issues I have with your model is when I turn on animation. Image 1 is without animation turned on.
  11. What are you using to export to gltf? It doesn't look like gltf export is supported directly in R19. Latest version I have is R19.068.
  12. Yup, I felt the same way too. Then business dropped off and I realized how expensive it really was.
  13. You can always create a free Unreal Engine account and get access to their Megascans library. They have a lot of organic models and materials.
  14. Looking at it again I think the main problem is with the complex poles and bad polys on your WALLS mesh. A little clean-up should fix the texture errors.
  15. I'm not a RS guy either but you do have a lot of overlapping UV's on your GLASS mesh. Also do a mesh check as you have some clean-up to do.
  16. Ok that tells me the animation is not being included with the fbx. As I mentioned earlier, your cloth simulation is most likely point level animation which is not yet supported however you may be able to get something close using morph tags which are supported. If you google "gltf cloth dynamics" there are other options as well. Your exploding animation does not work because you need to make all the pieces editable, each with it's own PSR values to keyframe. I'm not very familiar with Explosion FX to be of any help there.
  17. Sounds like you are using PLA (point level animation) which is not supported in gltf's only position, scale and rotation. Also you may want to consider bringing your fbx export into Blender or Unity as their gltf support is more robust.
  18. My understanding is that it's perpetual. You don't have to subscribe to it. You only get updates for a year but then you own that version forever. This will most likely be the last year.
  19. If you upgrade Substance Painter from Steam you can save 53% on the 2021 perpetual version. Offer ends January 26.
  20. I wish I could help but I'm not familiar with Redshift or it's error messages...perhaps the Redshift forum?
  21. Hello KRIVI, I work in VR but my workflow is C4D > Substance Painter > Unity. Sometimes I export directly from SP if I need a glTF model via Sketchfab or Unity when I create worlds in AltspaceVR. I don't use Redshift so I'm sorry I can't help you there.
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