Forum Replies Created

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  • Adam Trachtenberg

    February 6, 2017 at 3:48 pm in reply to: Weird Disconnected Edges/Vertex

    Hi Matts. Good job with the modeling. It takes longer on the front end when you do it the right way, but in the end it usually saves time because you don’t run into unexpected problems.

    Regarding the subdivision surface problem, I think you just need to add some loop cuts on either side of the corner to keep the mesh from collapsing. If you’re going to be using SDS you might want to use the Bevel tool’s “Solid” beveling mode, with proportional offset. That method is designed to be used with SDS.

  • Check the “View” menu for your camera viewport and make sure “Use as render view” is active.

  • Adam Trachtenberg

    February 5, 2017 at 4:08 pm in reply to: Weird Disconnected Edges/Vertex

    I believe your problem is still “illegal” geometry, which can screw up some of the modeling tools even if the faulty geometry is located away from the area you’re working on. It’s better to use two or three objects to form your box instead of relying on whanky modeling technique.

    I fixed the problems that I could see and now the bevel tool works consistently: 11019_boxtemplegal.c4d.zip

  • Adam Trachtenberg

    February 4, 2017 at 12:55 am in reply to: Weird Disconnected Edges/Vertex

    There’s a lot of “illegal” geometry there, in addition to reversed normals on a lot of the model. I think the bevel tool is mostly being confused by the complex poles — in this case internal faces where you have three polygons connected to a single edge.

    If you go to the mode menu in the attributes manager and select Modeling, then go to the “Mesh Checking” tab and enable mesh checking, the problems areas will be highlighted.

  • Adam Trachtenberg

    February 3, 2017 at 4:50 pm in reply to: TurboSquid model. How do I rig?

    Just found this tutorial here which makes it look super easy. https://www.youtube.com/watch?v=1DNJ5tjwv3U

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  • Adam Trachtenberg

    February 3, 2017 at 4:43 pm in reply to: TurboSquid model. How do I rig?

    Depends on your circumstances I guess. FWIW, there’s Mixamo’s C4D page: https://www.mixamo.com/workflows/cinema4d

  • Adam Trachtenberg

    February 3, 2017 at 4:39 pm in reply to: TurboSquid model. How do I rig?

    It’s a fairly complex process, but you would use joints, a Skin Deformer, and a weight tag to assign the influence of the joints on the vertices of the mesh. If you want to use Mixamo mocap data you’ll want to mirror the joint structure and naming conventions that they use. In theory you should be able to apply that information using a Retarget tag.

  • I think the first thing you’ll need to do is apply Shrink Wrap projection to the selected UV polys. That will insure that all the islands that are supposed to be connected are connected. You may also need to do this in a couple operations instead of all at once, but I’m not sure about that.

    You also may want to explore the UV Peeler function for cylindrical objects like this.

  • Adam Trachtenberg

    January 31, 2017 at 5:23 pm in reply to: Ambient Occlusion Compositing Problem

    I don’t know if it will fix your problem, but when you use Cinema’s AE export plugin the passes come in as follows:

    AO: Multiply
    GI: Add
    Shadow: Multiply
    Specular: Add
    Diffuse: Normal

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