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Activity Forums Maxon Cinema 4D I see random black dots in my texture

  • Brian Jones

    June 25, 2018 at 4:28 pm

    the other dots look completely different from your problem – yours looks like the Shadow tab setting in your light is set to Shadow Maps and the Sample Radius and/or the Bias (Abs) are too small.

  • Idan Yekutiel

    June 25, 2018 at 5:14 pm

    Actually, they dont. That is a render, but, if its not rendered, look at this: 2fd2e4eda4102e9e21ad8e6579cc6ce5

    They are the same, but when i render, they look like in the other photo.

  • Idan Yekutiel

    June 25, 2018 at 5:17 pm

    https://gyazo.com/2fd2e4eda4102e9e21ad8e6579cc6ce5 sorry, i puted the wrong link. Here is the image link.

  • Brian Jones

    June 25, 2018 at 5:31 pm

    I’d have to see the scene file

  • Idan Yekutiel

    June 25, 2018 at 5:37 pm
  • Idan Yekutiel

    June 25, 2018 at 6:18 pm

    Please just solve the head, other textures are just like i want them 🙂

  • Steve Bentley

    June 25, 2018 at 6:55 pm

    Its the mapping – zoom in. Its not black dots its repeated versions of the head map. Turn off tile and put a second version of the plain yellow on first.

  • Steve Bentley

    June 25, 2018 at 6:58 pm

    Like this – you will have to tweak the yellow to match your texture map, or just use a texture layer with black eyes and mouth and multiply that over the yellow you already are using. That way you don’t have to match the two yellows

    12476_cameratrackdeboujouuntiled.c4d.zip

  • Idan Yekutiel

    June 25, 2018 at 7:10 pm

    Thanks! I just want to know more how you did that… I dont understood but it helped, so i want to know how ☺ Can you give me a better explanation?

  • Steve Bentley

    June 25, 2018 at 7:25 pm

    Sure can.
    If you click on the face material next to the head object, and look in the “tag” tab that comes up in the attributes panel you will see about halfway down a bunch of radio buttons. There is one called “tile”. This lets a texture that is not covering the whole surface of the object repeat so that you get a whole bunch of those textures. It is on by default.
    You had tile turned on but the face only covered a small portion of the head. The model of the lego guy has the UVW coordinates set so that the face will map to that specific “face” area and all the other polygons get their own version of of the texture map.
    Turning off “tile” lets only one copy of the face populate the head geometry.
    As for the second yellow texture I just copied one you had used and placed it before (to the left) the head texture. So in effect the head material gets comped on top of the yellow material which covers the whole head. If you take that first yellow material off, you get a yellow face on a gray (the default) head.

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