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JakS

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Everything posted by JakS

  1. Thanks for the videos Zeden. They don't solve the issue however. I can sort of create some geometry very laboriously using split edge and then bridge between edges but it leaves additional edges that can't be removed and the horizontal edges don't connect with the vertical ones. It seems strange that such a basic action is so hard to achieve.
  2. Hello I have been box modelling in Zbrush and created an area that is missing a few edges. Please refer to the attached image. Does anyone know how I can create edges between selected points? I have tried the topology brush, curve brushes, point actions and none permits this. Any help would be much appreciated. Thanks in advance.
  3. I have managed to resolve this. I suspect that there are a number of ways but I have discovered (for anyone who is interested) that by duplicating the Dynamesh and creating a ZRemesh with this duplicate - the detailed mesh can be projected onto this lower polycount mesh. This mesh can then be more easily smoothed and the results seen on a higher level of subdivision.
  4. Hello all. I am learning to use Zbrush and repeatedly meet a problem that I have yet to find a good solution for. I build a character as a blockout with multiple objects in a single Subtool. These objects are separated out as polygroups and meet each other with as clean a transition as possible - overlapping them etc. I then wish to refine the character as a single mesh and have not found a satifactory way of remeshing. If a Dynamesh allowed me to easily smooth over bumpy joins, then I would probably opt for this but all other combinations of remeshing that finish with a lower polycount mesh (which allows me to smooth) seem to leave me with either an overly smoothed mesh or a mesh that is messy and unworkable. I have tried various pipelines: ZRemesh to even out the polycount across the objects, Remesh by Union to link the objects and then a further ZRemesh to create a cleaner mesh. The same sequence with Polygroupit lines around polygroups before the final ZRemesh. The same sequence with Sculptris Pro smoothing after Remesh by Union. I have tried Dynamesh Master Plugin and the standard Dynamesh option. If anyone knows of a successful way of smoothing larger areas of a Dynamesh then this may be a solution too. Any help would be much appreciated.
  5. If I can find an r25 to buy I will certainly contact you about selling the r21.
  6. Hi Dave I am working with a perpetual licence of R21 and am keen to upgrade to R25. Are you still selling? Cheers. Jake
  7. Thanks Jeff. That helps. I am getting much closer to the SP look. Still a way to go.
  8. Hello I am working with Cinema 4D R21 and the latest version of Substance Painter. The two attached images show the textures on a model of a car in SP (Shine) and then once I have imported them into C4D (No Shine). It seems that an aspect of the metallic reflectance and the height of the texture get lost in transit. For clarity, my material workflow has been: Base Colour in both Colour and the colour layer of Reflectance, Roughness in the roughness layer of Reflectance, Metallic in the reflection strength layer of Reflectance, Normal in Normal and Height into Displacement. I have also tried replacing Normal for the Normal Open GL texture. I am aware that the process can be done using Redshift but I don't own this. These are the 6 textures that are exported from SP. I have added a sky with an HDRI and also added an enclosing luminant sphere with sky texture - but don't observe any difference. Any help would be much appreciated.
  9. Thanks Mash. I discovered finally that transparency can also be switched off in the materials manager. Good to know that there is a way of importing the file as it should be. Thanks Dan. I will give that a try.
  10. Hello! I am aware that there is a long running issue with Cinema 4D not importing textures when an OBJ is opened. I am also aware of the work around of relinking the textures in the Materials window. I work with 3D Coat to unwrap the UVs. What I am coming up against is that Objects and Textures exported out of 3D Coat opens in Cinema 4D as an Xray of the character. PNG attached. When I then attempt to load textures that I have created in Substance Painter, the character remains as an Xray. Does anyone have a good work around for this? I believe that the current subscription to Cinema 4D has resolved this but I own R21 so would like to find a solution for this version. Many thanks in advance.
  11. Thanks for the response Igor. I am totally up for developing my own work flow but have been frustrated by the Zbrush subtools overriding the Cinema 4D object hierarchy when using 3D Coat. I will drop a question to the 3D Coat forum and see what they have to say there. Thanks again.
  12. Hello I have been following a Motion Design School character modelling and texturing course and making my own character in parallel with it. The sculpt is started in Zbrush. This works for me as I like blocking out organic shapes but the downside is that the breakdown of subtools dominates how the model is seen in other applications. For instance, even if I have adapted the geometry in Cinema 4D before working on the UV sets in 3D Coat, 3D Coat sees the model as the set of Zbrush subtools rather than the hierarchy of objects in Cinema. I would like to treat Cinema 4D as the base application in the workflow - exporting out to other applications when necessary. The course jumps back and forth between apps without prioritising any one of them. This makes labelling and file organisation very confusing. Is there any way of prioritising the Cinema 4D hierarchy even if I start a sculpt in Zbrush? Many thanks.
  13. Hi Igor Here is the jacket OBJ out of Cinema 4D. When opened int he UV room in 3D Coat you will see the blue lines that I mentioned. As I explained in an earlier post, I discovered that some of these lines and issues are due to overlapping points in the geometry but the points on this geometry are fine, so something else appears to be going on. Thanks again. Buzz Jacket for Core 4D Forum.obj
  14. Hello I have been working through a character modelling course and have hit problems with weighting. The UV sets that I set up in 3D Coat become separate objects in the Cinema 4D hierarchy. You can see from the attached jpg that the legs are made up of sections from two different objects - the lower leg is part of the body and the upper leg is part of the cloth object (trouser leg in this case). After running the model though Mixamo I get a working animation. However when I adjust some of the weighting to improve distorting geometry, the two sections of leg break away from each other. I am working with R21 so don't have access to Delta Mush. What I have found resolves most issues is to unlock the joints that effect the area in question, make some Weight brush changes with auto normalise off and then smooth over in the Weight manager with auto normalise on. This technique does not smooth between the Cloth and the Body objects and so the leg break is hard to fix. Does anyone have any thoughts on this? And/or some suggestions for good online weighting tuition. I get the fact that every point has to have 100% weighting but I am struggling with some of the niceties of making adjustments with the Weight tool and Weight manager. Thanks in advance.
  15. Thanks for the reply Igor. Sorry for the delayed response. I will upload a scene file in the morning.
  16. Hello I am following a School of Motion course and using 3D Coat for UV unwrapping as suggested. I am experiencing a lot of issues - the main one being the presence of blue lines on the geometry which seem to indicate that the geometry will not unwrap as expected. I had thought that they were all due to overlapping points in the Cinema 4D geometry but a recent test has shown a model with blue lines all over it. I have tried the 3D Coat forum and was pointed to the Retopo room. I was told that the blue lines were sharp edges that could be removed. This doesn't appear to be the case however. Has anyone else experienced anything similar or/ and know of a solution? Many thanks.
  17. Hi. Thanks for the response. Upping the luminance seems to make no difference.
  18. Hello I am working on a scene that is lit by an image on a tv screen. I have added the image to the luminance channel of a material and it emits light into the scene when I select Global illumination. It is not very bright however. Does anyone know how I can increase the brightness of generate the same effect in another way? Cheers.
  19. JakS

    Moving UV seams?

    Thanks for the response Cerbera. I am not aware of what a "quad patch" is, so am a little confused as to how a particular uv island contains more than one. The islands becoming tiny and spreading out across the canvas (on occasion when I press 'unwrap') is an irritation rather than a deal breaker. Good to know about making sure that I equalise the islands when I get to that point. Thanks for that. How about the question of moving a seam? Once I have selected a seam and them unwrapped, am I stuck with a seam in that position? Or can I alter move it? Many thanks.
  20. Hey. I am working with Cinema 4D 2023 and practicing UV unwrapping. I am coming across a couple of issues. Firstly when I try and rectangularize some UV islands, I get an error message "Invalid selection. Rectangualrize only works with one rectangular quad patch". I assume this relates to where my seams are but I can't find a way of moving them once they have been used to unwrap (become greyed out). I am also finding that on occasion, when I unwrap or fit canvas to UV, the UV islands are drastically reduced in size and spread out across the canvas Any tips to help with these two questions would be much appreciated. Thanks in advance.
  21. Thanks for your responses Igor. ZRemesher is a good shout but I am keen to learn topology for myself. I think that there may be a way of raising the change of direction of the loops so that all the lower area can have a higher density of mesh without adding loops to the limbs or head.
  22. Hello I have been retopologising a character using 3D Coat. The topology is shown here. I have managed to avoid triangles but the torso topology is creating alot of strange deformation when I upload the mesh to Mixamo. I realize that this is often a weighting issue but I have not been satisfied with the torso area and suspect that there is a much better solution for this. Any help would be much appreciated. JakS
  23. Hello. I have been making good progress with Zbrush but regularly come unstuck with resolution issues. This is primarily when using the smooth brush but also using other brushes. I am aware that changing the size of a subtool can rectify this issue on occasion but I think this increases resolution rather than the reverse. The most recent example of this is when merging two subtools in a character sculpt, using Dynamesh to create a better topology and then looking to Clay Build Up and smooth to create the join that I want. Too often the smooth is too fine (even when I change the brush's settings) and makes the action nigh on impossible. Is there a way of reducing the resolution? Any good videos out there to explain these tools and issues? Thanks in advance. Jake
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