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kbar

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Everything posted by kbar

  1. The video is showing you how to capture the high detail from the high res level of your sculpt and apply that to a low level version. So your scene doesn't have as many polygons and if you were to animate it then it would be a whole lot easier. But if all you want to do is add hair to a high res mesh and render it out then you don't need to bake at all and a polygon object of the top level will be fine.
  2. It would be great to see one of your mega reviews again Nigel. I have recently been looking over the sculpting part of the R14 2012 review. Brought such a smile to my face, all those great gifs and good memories. For those who don't know what I am referring to you can see it here.
  3. This is a quick tutorial for those people wanting to get started with the C++ SDK in Cinema 4D. This is just for windows users currently. It goes over where to find Visual Studio Community 2013, building the plugins and then using the Sculpt Deformer to apply some animated stamps on a model.
  4. I am starting to get back into sculpting again and thought I would make this quick video for others to show how you can make a sculpting brush in C4D that behaves a bit like the zbrush clay brush.
  5. Yesterday I put together a quick video showing how to install the python sdk examples and also how to use the SculptModifierDeformer example script.
  6. You don't have to delete the sculpt tag to redo the UVs. You can change the UVs of a sculpt objects base mesh without deleting its sculpt tag. Just change to Polygon UV mode, switch to BP UVEdit and change your UVs as you would normally. It does not matter what sculpt level you are on. It will then propagate the changed UVs through to all the levels. The Sculpt Bake Dialog will even create these UVs for you if you don't have any when you go to bake. But a better workflow would actually be... Create basic base mesh sculpt your model retopologize to create a better base mesh based on the final state of the sculpt uv map this new mesh create high res polygon copy of the top level of your sculpt from this point on you don't need the sculpted object, leave it in its own file in case you need to change high res level again. apply a bake texture tag to your new low res base mesh assign the high res polygon copy as the source in the displacement channel on the bake texture tag bake paint your model. add hair to this new mesh rig and animate
  7. You can't add hair to a sculpted object directly. You should make a polygon copy of the level you want to use (From the Sculpting Layers->Tools->Create Polygon Copy).
  8. Hi everyone,4D Publish 1.5 has now been released.This is a huge release and has already gone out to all existing users for free.It also now includes all the features from the previous UV Paint product, as well as the SVG and DICOM plugins.Please visit www.4dpublish.com to find out more.A brief list of some of the major features include the following...- New PDF Page Designer for creating PDF pages using a Vector Graphics System.- Animation Support for exporting out animated cameras and objects directly to PDFs with buttons to trigger all animations.- New Painting Features including a new Paint Brush with a new texture projection system using stencils and stamps that works on all versions of C4D (no sculpting required).- Texture Connections System for quickly changing HDR and Environment maps, with support for exporting to PDF.- Vector Graphics System for creating, and animating, 2D images for textures.- HTC Vive VR Viewer- Mega Scan Importer- GPU Based Ambient Occlusion baking system.- Marker View- Octane Support for painting. When you paint in C4D you can see the painting update live directly in the Octane Live View.- UDIM Workflow Support- Content View for working with Textures- Material View for working with multiple materials on a single object.- SVG Image Support- DICOM Image Support- Integrated help system.- And lots more...All the documentation can be found via the Support menu or at help.4dpublish.comThis is only scratching the surface of what all these features can do.And there is a lot more to come...
  9. Just a quick note to say that the UV Paint technology is actively being developed. The technology will appear again later this year and all existing users will receive the update. The removal from social media was just for the removal of the sneak peek videos. The decision to discontinue it as a stand alone product was done for internal development reasons. More info will come later this year.
  10. Thanks guys. Let as many people you know of about this plugin. It only takes 2200 people to be able to purchase the required libraries and make it a reality. We can make it happen, but it needs your help and support. Even if you don't think you need it today, you might need to open a CAD file from a client tomorrow. Thanks, Kent
  11. Hi everyone, I have launched a kickstarter campaign to bring full support for IGES, Step and openNURBS (Rhino 3DM) to Cinema 4D. https://www.kickstarter.com/projects/1972680053/4d-nurbs A pledge of only $50 NZD ($35 USD) is enough to receive a copy of the 4D NURBS plugin. If you have ever had to deal with loading CAD files in C4D before and have had problems then please fund this project. Its only with your help and by you all spreading the word about this kick starter that this plugin will ever be made. Tell everyone you know that uses C4D. Even if you don't need to open a CAD file today, you might need to at some point in the future. And this plugin will benefit everyone. Best Regards, Kent
  12. The demo may not have seemed technically impressive or polished to a final marketing demo. But what it shows is the following... BodyPaint is being worked on OpenGL viewport is being worked on Faster real time projection painting is being developed. Which works in a way that Mari does. IE paint in 2D on the screen and see it projected and updated in real time on the model. And add to that what was in the blog post UV Tools are being worked on. It has a new software rendering system as a fall back for older graphics cards. Companies and artists are in the loop and all your feedback and requests have been taken on board and action has been taken. And I have seen questions like "does this mean the new core is already in". Yes it is in. The new core has been in since R16. What you are seeing is the new core being utilized by other parts of C4D. Slowly being upgraded, in some cases possibly thrown out and redone from scratch on top of the new core without breaking any current scenes, workflows or rendering pathways. Very hard to do and they are doing a great job. I see questions about using the Sculpting workflow. If they do that, currently sculpting is only part of Studio and BodyPaint3D, so not everyone will benefit. I personally think they should go after Mari, but with a tool set that is more intuitive to C4D users. So that will require a full UI overhaul. But in the mean time they can deliver slices of the technology to you incrementally, like this tech preview shows. And as a service update is fantastic. They have been hiring people for modeling, uv mapping, gpu computing etc... over the past few years. Their jobs page is now empty of all programmer jobs. They are full up. They are planning for the next 5 years of releases and their coders are all going full steam ahead with the new core. Looking forward to Siggraph to see all the demos. Maybe even a live preview of this new painting technology.
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