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HiFly

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About HiFly

  • Birthday March 31

Profile Information

  • First Name
    Hi
  • Last Name
    Fly
  • Location
    UK
  • Expertise
    Generalist

HW | SW Information

  • Renderer
    Redshift
  • OS
    Windows
  • CPU
    Intel

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  1. That's interesting. I suppose it was tested primerily in Windows 11?
  2. Hi Igor. Thanks for the reply. I've also just heard from Maxon that it is a known issue that they are looking at. Much appreciated
  3. Are any other Wacom users finding glitches with R25? So far, I have found: I can't delete items from the Object Manager when in Points, Polygons or Edge Mode (I have to be in Model Mode). I can't delete tags within the Object Manager at all – not even in Model Mode. The Polygon Pen does not feel right, it deletes polygons often when I try to drag new ones. Thanks
  4. I very much hope so. Now I know what it is, there are definitely other non-precise and wrong behaviours with the Wacom.
  5. I use a Wacom 100% of the time. After your comment, plugged a mouse in and the problems I mentioned didn't exist. I think R25 is glitchy with the Wacom.
  6. I’m a couple of days into R25, and I like it; there is a lot to like. I’d just like to be able to delete objects from my object manager when in polygons, points, or line mode. Also, the polygon pen feels off to me; I keep deleting existing polygons when trying to drag new ones.
  7. Hello I am looking to buy a used perpetual licence for Marvelous Designer – a version that I can then upgrade. Would you please message me if interested? Thank you. HF
  8. Oh WOW! I have the HB modelling bundle but was not aware of this feature. Through modelling the face I've done, to accompany this arm, I've got pretty good at manually moving the points, and I could have manually replicated the curve. That's how I approached the skull. But, I'm trying to learn a new technique, especially to get solid at the basics where possible and this is an excellent example of that. I've spent ages trying to do this as I thought there was another way. And with your help, I've now learnt at least four valuable lessons, hugely appreciated. Thank you! Also, it's amazingly helpful to know that you would have considered manually moving the points into place. Especially as that's a little technique, I have practised a lot recently (the head).
  9. Hi Cerbera Thank you. Both your options look great. And explaining both routes lets me progress pass this problem by having a full understanding of the facts. But, I am doing something wrong, I can't recreate your option 1. Please see the attached file. When I shrink-wrap – my shrink-wrap goes inside the sphere and doesn't look spherical like yours. I think I'm missing an essential bit of info regarding the shrink-wrap process. There is something I'm doing in this instance which is wrong. I'd appreciate it if you could point it out to me! I'm really happy with the quadded option as recommended. Thank you Shoulder_0004_New_0002.c4d
  10. Hi Cerbera. I appreciate your help. Attached is my scene file, would be great to get your advice. The relatively high polly arm will marry up with the hand (built in a separate file) which you helped me to conquer last week. Thank you. I should add: the original sphere is saved in the file and is in place. Shoulder_0004_New_0001.c4d
  11. I have used a sphere for the basis of a shoulder. On the whole, the sphere has been tweaked apart from the perfectly spherical top. The very top of the sphere is made of triangles; I want to convert the triangles to quads. I have separated the top of the sphere, replaced the triangles with quads and tried shrink wrapping my quadded sphere onto a perfect sphere made of triangles. Except, my quadded sphere is always on the flat side and not perfectly rounded. I've seen this done in a tutorial, although they are using a half-sphere end. It looked like a simple operation, but I have been trying for more than a day but can't get it to work on my full 360 degrees of triangles (at the end of the sphere). In the tutorial, they used a brush to smooth the pints of the quadded sphere along the shrink-wrapped object – only when I do this, the points all completely flatten out. Any help or pointers would be much appreciated. Thank you.
  12. My solution to my problem is that I will independently photograph the hand flat; front, back, left and right. Model that first and then rotate it into place and model the rest of the arm from the original photos. I was getting into real trouble with the length of the fingers being out of proportion to the palms working off just one set of images. Your information helped me understand the parameters I have to work within. Thank you.
  13. Hi I am modelling an object which stands at 90 degrees, except for the last quarter which bends backwards, something like 30 degrees. Think of a hand bent backwards at the wrist. Each side of the object has differences. I have take accurate reference photos from the top (back of hand side), bottom (palm side) and right and left – thumb and little finger side respectively. This is a doll arm, standing on a surface. In the top and bottom viewports, the bottom of the arm aline but the tips of the fingers do not. Because in the top view they point towards the camera, and in the bottom viewport they point away from it. I've started modelling the hand/arm viewed flat from the top view – all good. I then go to the right side viewport and bend the hand geometry back the 30, or so, degrees. My problem is that the geometry in the bottom viewport doesn't change perspective, meaning that the tips of my finger geometry are a long way from being inline with my reference image in the bottom viewport. Is there a way for me to work in the top, bottom, left and right viewports whare the changes in geometry moving forwards, backwards, left and right in each viewport, will be referenced in the other viewports with geometry further away from the camera becoming smaller? Thank you

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