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Keyzer

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  • First Name
    ellibis
  • Last Name
    Ellibis
  • Location
    FR

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  • OS
    OS X
  • GPU
    idk

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  1. Awesome, it works perfectly ! I can even set the ratio to 57,575757575 % to be really accurate. Your my hero, thank you very much ❤️ Also a huge thanks to Cerbera for his help 🙏
  2. Hey, thanks for your answer. it seems interesting and would easily work for the 100 x 200 mm example. But how could i manage to get precise label size (like previous example 19,8 x 11,4 cm) using % of a square ? I tried to search a bit online but i'm really dumb in maths 😓 Thanks ❤️ Edit : Sorry everyone I understand that I didn't give innof details about my issue. Now I think it's much more clearer
  3. I'm not sure where to look at it in the "BP - UV Edit" layout but I think I already saw this option. It worked like a charm 😍 thank you very much, I'll to some test and get back to you but I think it's exactly what I needed ! Now that it's done, I have selected the outside surfaces polygons using the loop selection tool and I can separate the outside surface from the rest. In the tutorial you shared, Noseman just used the "hide selected" option to remove the unneeded parts. From what I read before there's no way to actually delete some UV map parts. Noseman just putted the unneeded uv's on the side. So can I assume that I could just "throw away" the interior/bottom UV's ?
  4. Alright I understood everything ! Indeed, I accept the distortion as I understand it's physically impossible to paste a rectangle on an ark. It works like that in the printing industry. They use label designed as a regular rectangle. They setup the machines in order to choose a point (usually middle) where the printing will be accurate, then the machine creates distortion in the top and bottom to make it fit the container (if shaped like a cone). If the container was a true cylinder, the rectangle will be accurate and no need to create distortion. So I think we need to think upside down in this case. I don't want to make a label design based on my UV, I wan't to make my UV based on the label design. I just want the UV map to be 100% accurate compared to the label design actual size. But I understood that the solution you gave me was to make it accurate without any type of distortion. Before that issue I didn't really cared about UV maps as I was projecting my label material using a Cylindral Projection type : It worked fine for visual 3d rendering, but now I need the same result using the "UVW Mapping" instead of the Cylindrical one 🙂
  5. Edit : To make things simpler, I know my container isn't a cylinder, but I wan't to project the visual on it as a cylinder anyway, not an ark. Because the image designed for the label will never be designed as an ark but always as a rectangle. I'm ok to get some distortion in the top and bottom parts of my container if the middle is accurate. ___________________________________________________________________________________________________________________________________________________________ Thank you Cerbera. This tutorial is amazing ! Thanks for sharing it. Unfortunately it doesn't really solve my problem as I don't want the UV map to be an arc, but really a rectangle. I understand why he did it that way but it's a bit different for me because the image I'll be projecting on the model will always be designed as a rectangle. I only need the middle of the container to be accurate. For example in my case, if i'm projecting a circle image in the middle of the container, it should look like a perfect circle. But if we use a pattern of circles, the more they will be on the top or bottom, the more the circles will be distorted. As I understand it, this distortion is made because the "rectangle visual" is applied to an "ark object", so in order to feet, it creates that distortion in the edges. It works like that in printing and this is what i'm after here. I just need the UV mapping to be a rectangle of a precise size. Because the visuals i'm gonna apply to it will all be using this very same size and shape (a rectangle of 100x200 mm for example). Also I only care about the "exterior sides" of the container, the rest won't get any type of visual (like if you printed this type of container). Maybe I didn't get it and I still have to use an ark UV map even if the visual is rectangle ? But I kinda understood that if the UV map is and ark, you then need to design the label in Illustrator as an ark right ? I'm really a noob with all this UV stuff and had a lot of difficulties to find proper tutorials... Thanks again for your time, I trully appreciate your help. Keyzer
  6. Hello ! Thanks for your answers. I'm not a professional 3D modeller and i'm not fluent in english so sorry if my question wasn't precise. I'm currently working on a plastic cup model which has a specific sizes. Let's imagine on this model height is 100 mm and width is 200 mm. I first modelled the cup, then I had problem with UV mapping while appyling logos/visuals on it. So I got into "BP -UV Edit" mode, I choosed "Cylinder" in the "Projection" pannel and then I played with the "non-uniform scale" tool until the square or circle logo I projected on the model got a good visual ratio. But now the problem is that visually isn't innof, the ratio should be as precise as 100 x 200 mm. And as I did it visually it's not precise at all. I talked with someone who use blender and apparently he could write precise numbers for the UV map ratio. Do you know any proper way to do this ? Thanks 🙏
  7. Hey everyone, I'm back with a new UV map issue... 🥵 I know this can be done in Blender but I use C4D and I didn't find anyway to do this. I made different glass and cups models, I made uv maps in order to display a "design material" on the models with a good ratio. The issue now is that the UV map works well visually, but it's not precise at all. I actually need to tell the UV map how much height and lenght it should be (as a ratio). Is there any way I can tell the uv map to be a particular number or something like that ? Rather than just editing the whole thing visually using the "non-uniform scale" tool ? Thank you in advance for your time and help ! 😍 Sincerely, Keyzer
  8. Hey everyone ! I'm back with a new issue following this topic.. 🙂 I would like to have a colored logo with the relief I was talking a few months ago. Everything I tried didn't work. I tried to use a material with both color/alpha & displacement on. Using the same image but with a black & white version for the displacement. I also tried to use 2 materials, one for the logo and one for the displacement, using mix textures and different options but I can't get any good result... So the idea is that I would like to have a mix of theses two : So in the render I would like to clearly see the original logo's colors etc but with the relief on top of it. Thank you in advance for your time and help !! Sincerely, Keyzer
  9. @Cerbera Thanks a lot man !! Your my hero 😄❤️
  10. Hey everyone ! I just modeled a low poly champagne flute but I have weird issues with the UV mapping. I only care about the visible polygons of the "exterior body part" of the flute (not thoses inside): But when I load a material on the object, the material is applied on the wrong face of the polygons. Meaning I can't see the material, but it's there. In the Texture Tag, if Side is set to Both, I see the material, if set to Front no (it's on the back). If I set the material to Back I can see it. It's like if the back and the front were reversed ??? I never had such a thing and I don't understand why it's doing that. I shared the original .c4d file with the spline/lathe and the .obj so you can check if needed. Ju stry to load a material on it and you'll see the issue. Thank you in advance for your help ! Tom edit : I thought It was related to the UV map but even if I set the material to another projection type like Cylindrical it does the same thing. So maybe I did something wrong with the modeling ? glass flute.c4d
  11. @Igor Alright I got it, thanks a lot for all this insights ! 🙂
  12. @Igor Alright I understand. I have an issue in your file, I can't see the material but I see it on Deck's file. Rather than doing Polygon Selection, I changed projection to "Cylindrical" rather than "Flat" and then play with Lenght V & U so it has the right size. Is it ok this way? And yes, I was indeed thinking about getting Octane because the Physical renderer of C4D is very slow.. 🙂
  13. Thank you very much Deck, this is exactly what I was looking for !!! @IgorThank you for your solution, it's for sure the best one but I don't know how to manage UV's and I prefer not to use another software for the moment. Your final render was looking reeealy good. Any tips about the lightning ? Is it an HDRI scene or something else? or maybe you used a render engine ? If you don't mind sharing the .c4d scene it would be very interesting ! Anyway, thanks again everyone who took part of this post, your help is very appreciated ! Tom
  14. Here it is 🙂 The logo isn't that important as it's going to change frequently 🙂
  15. Hey ! Thanks for all your answers, displacement seems the way to go. As I'm not very familiar with this, could you give me some step by step process ? I tried to load the logo in the Displacement or Normal map but I don't understand how to do it. If you wan't, you can download the C4D scene here : https://we.tl/t-RqKgvb3E3v Thanks again for your time and help, Tom.
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