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vidijour

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    DiJour

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  1. Hi! I've recently started playing with Hair simulation in C4D (it's a lot of fun!). Now that I've covered the basics, I was hoping to find some guidance on how to achieve a specific look - that of a matted puppet's fur. You'd see something like this on the Grover or Oscar: My attempts so far have come out looking stringy: I imagine the look I'm going for can be achieved using a combination of surface materials (which I'm confident I can create in Substance with some experimentation) and a C4D Hair Sim. I'm just curious what Hair materials I can tweak to get the matted, clumpy, fuzzy feel to it.
  2. Hi! I'm looking for a C4D equivalent of Maya's 'Mesh > Separate' command (https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Mesh--Separate-htm.html). Basically, I have an imported object that I know is made of separate objects, and I'd like to 'un-combine' them, making them individually selectable/editable. It would be great if someone could also point me to the C4D equivalent of Maya's 'Mesh > Combine' command, which combines disconnected meshes into a single mesh (https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/Maya/files/Mesh--Combine-htm.html). Thanks!
  3. Thanks for the quick reply, Cerbera. I'm trying that now and still not seeing quite the behavior that I'm looking for. Here's a screenshot of my settings: And here's a gif of what I'm seeing: I was expecting each polygon to scale from its own center. It's hard to tell what it's using as a pivot. Any thoughts?
  4. Hi! I'm a former Maya user getting adjusted to C4D. I'm trying to scale several selected polygons on a model, but I want the scale axis for each polygon to be relative to its own normal. I tried the Normal Scale tool, but it seems to only scale uniformly (that is, I can't scale along a single individual axis). Is there a way to do this? Thanks!
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