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BIgor

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Everything posted by BIgor

  1. Well the way I learned this from Gnomon vids is. You make a Low res, then you make a High res, then you UV the LOW and duplicate it to make a cage. The cage is used to help Substance calculate as to how far it will search for the High res geometry. when baking. Now in Substance I import the Low and I use the High to BAKE some Normal map Detail and other stuff on the Low. This way the end result is a Low poly model that looks Hig Res... I hope I am understandable... :P
  2. How do I fix this? as far as I know the High res is not supposed to be UVd, only the Low and the cage need to have good UVs... that is how I understand it...
  3. Keeps giving me strange results, as if the Cage is not big enough and stuff like that... but it is...I am still learning all of this, as far as the workflow goes I have the theory down... I think but still cant get this right...
  4. Hello :D So I have made this model of a Japanese Lantern and I also made a Low a High poly version and a CAGE so that I can Texture it in Substance painter. I have no idea why it is not working, maybe you can take a look and tell me...? https://www.dropbox.com/s/u1f1aw24q09d4te/Lantern Rebult 2 ALL.c4d?dl=0
  5. Yes this sounds like it will work I will give it a try, I am using MoCap from mixamo and Motion Clips so animating the sequence again will only be a few minutes :D THX :D
  6. Will try the normalize part, didi try deleting all keyframes still the problem remains. I am starting to think that it might have to do something with the Mesh that I imported into mixamo, might nit have been zero-d out in 3D space?...
  7. Hello :D So in this 2:30 minute video I explain my problem, If you have the time please take a look and maybe you know the answer :D THX in advance :D
  8. Ok THX for the suggestion, I will give it a Try, need to look into the spline animation first :P
  9. Hello :D Ok so I have found this model of Lara online and rigged it with Mixamo, the rig is not perfect, but it will be good for what I want to animate. I want her hair to act nice and dynamic while I animate her so I have set up a test seen so that if you have the time you can take a look and maybe tell me how I could fix this, make here hair act better in a complex animation like this where I am using MoCap from mixamo to make her do her thing... THX in advance :D https://www.dropbox.com/sh/orivga1h1vb5h52/AAD-XpyLEgqIu4_NTqPym4sca?dl=0
  10. I am not sure why that is, the wau I did it is that I imported them manualy to their respected channels. Maybe thye did not load like that because i exported them as RedshiftMetallRough materials...
  11. Yes I see the bad Normals now :D And what of the texture maps?
  12. WOW! yes this is very good :D THX a lot for the info. Not sure what you mean by the texture part? Are then not good? As for all those errors I have no idea I they came to be, I did not even realise them I was going for all quads, after the Low poly Model I made a High poly version and did some sculping to add the wrinkles, then i bakes the high poly over the Low poly in Substance Painter....
  13. Hello :D So last week there was a job opportunity on CGTrader, you had to make an Ottoman and texture it according to their instructions and if you did it right you could get a job for modelling CG props for them. I did not make the cut but they gave no feedback as to why. So I was hoping if there is anyone here who is a pro and might give me some pointer as to what it is that I could have done better...? Here is the model with the textures that I made, modelled in C4D and textured in Substance Painter: https://www.dropbox.com/s/ngacm8myu53vkke/5f5ce6c3.7z?dl=0 and also the file with the instructions: GleasonChairOttoman_INFO.txt
  14. OK so as I said when I export the model from C4D as an OBJ it has no problems. As for having to delete some point, what you said, is it not enough to do an Optimise...?
  15. I kind of solved it a few minutes ago. Seems like that Unfold 3D world best with OBJ files, the previous was an FBX and now it is OBJ, it worked perfectly... :D
  16. OK, I understand :D Well will uplod the file if I do not solve it soon... these kind of things are such a draag... :P
  17. Ok, THX :D But I think that I would get this problem even if I unfolded in C4D... If I took the time to learn how to do it :P but yes I forgot to say that is in Unfold 3D :D
  18. Hello :D So I have made this Ottoman model for a competition of sorts and I just can not get the UV-s to work, I am using Unfold 3D, and no matter how I unwrap the model manually or automatically I get these black parts on the Sides of the TOP that do not exist on the UV map. I have no idea why, the topology looks good to me...The faces are all facing in the correct direction, all points are Normalised.... Any idea?
  19. The smooth brush is for the outer edges to be fixed this way?
  20. @Rectro @bezo Here is what I was able to make for now, after hours of trial and error :P If you have the time and willpower, please take a look at the two project files I have uploaded and maybe tell how can I fix the lower part of it. I can not figure out a good flow and poly setup for the lover part of the blade The spikes. THX in advance :D I also tried something by adding and extra cut in on the right side of the edge, that extra cut is not on the drawing. So the main goal is to make a game asset, Low poly, but I will also need to make a high poly version so I can sculpt some details on it and make Normal maps that I can use on the low poly to make it look good... https://www.dropbox.com/sh/4yvnmtgppcram95/AAAGqcQPlMfVeUwJ6AsHDMLSa?dl=0
  21. No Need I deleted the other one :D Those have been answered, now still trying to solve this one :D But THX :D
  22. Ok I will delete one thread, So one loop from the tip of the sword to the first cut in and the second loop from the cut in further down?
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