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Lee Dudu

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  1. First of all thank you for your answer. However, the method you told me is useful, but I think the method of inverting the normal is difficult in a situation where I have to do 3 types of mapping. Based on the ideas you gave me, I thought of a way. All of them were not selected, but only the polygons visible from each camera angle were selected and stored, and then materials were assigned to each selection. However, I don't know if it's an error, but when using the selection tag, materials using alpha do not overlap, and depending on the priority of the material, it is not applied to a specific polygon. So, in the end, the way I thought was to split each selection tag to make each object, extrude it very finely, and solve it by attaching a sticker. The ideas you gave helped me come up with a solution. Thanks again for the reply.
  2. If camera mapping is done in Sipody as above, the back side of the object is also mapped. The method I want is to have the mapping enter only the part that the camera to be used as mapping is looking at. I'm trying to make it look like the image can't be seen in the part where light doesn't penetrate like a beam projector. Currently, I am making a selection by selecting only the parts visible on the camera with Nogada. This also has a problem that polygons smaller than a certain size cannot be selected in the viewport; The purpose of mapping only to the visible side is to use a total of three cameras, each at a distance of 120 degrees. I am trying to do the mapping 3 times, but there is a problem that the mapping goes into the invisible back part and looks too messy. I was wondering if there is any way to try this.
  3. I have a question about the workflow for importing characters from Daz3d into CinemaFordy. In the case of face morphing or rigging, there is not much problem, but there is a big difficulty in hair related. When importing hair into Seapody, it comes in two ways. One is the method of applying texture to polygons, and the other is the case of extracting it as obj and passing it in the form of splines. In the latter case, you can create hair using Hair from spline, but the hair will change to a very strange shape rather than the original shape if you restart the project or otherwise. It doesn't matter as long as the character is stopped, but I want to create an animation where the hair moves along with the character's movement. Any good ideas related to this? waiting for a good answer
  4. I'm trying to export Daz 3d's Genesis 8.1 face controls to Cinema 4D, but it's not working. I was wondering if you could let me know if you know more about these workflows.
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