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	<title>Creative COW | Hans Castrop | Activity</title>
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				<title>Hans Castrop replied to the discussion unroll a cylinder to flat plane in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/unroll-a-cylinder-to-flat-plane/#post-2466010</link>
				<pubDate>Thu, 05 Dec 2024 17:35:10 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/unroll-a-cylinder-to-flat-plane/#post-2466010"><span class="bb-reply-lable">Reply to</span> unroll a cylinder to flat plane</a></p> <div class="bb-content-inr-wrap"><p>Thank you Kouraib for taking the time to answer and make screen recording.</p>
<p>it is not what I want to do.</p>
<p>I only have mesh from a scan. about 3 million polys. I want to cut this vase open like a toilet roll and unfold it so all polys are visible. I want to see the structure of this poly in a flat object with structure. I want to make it&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-404699"><a href="https://creativecow.net/forums/thread/unroll-a-cylinder-to-flat-plane/#post-2466010" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop started the discussion unroll a cylinder to flat plane in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/unroll-a-cylinder-to-flat-plane/</link>
				<pubDate>Tue, 03 Dec 2024 06:55:27 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/unroll-a-cylinder-to-flat-plane/">unroll a cylinder to flat plane</a></p> <div class="bb-content-inr-wrap"><p>Hi</p>
<p>I&#8217;ve unsuccesfully tried up to now to unroll a cylinder to a flat plane.</p>
<p>It is a vase that has been scanned and converted to mesh so no regular poligons. the cylinder should be cut in length i imagine.  That&#8217;s step 1. (I don&#8217;t know how to do that)</p>
<p>after that the bent mesh should be straightened. A bend modifier can do the opposite trick but I&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-404627"><a href="https://creativecow.net/forums/thread/unroll-a-cylinder-to-flat-plane/" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop replied to the discussion selecting problem in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/selecting-problem/#post-2464796</link>
				<pubDate>Tue, 29 Oct 2024 08:07:54 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/selecting-problem/#post-2464796"><span class="bb-reply-lable">Reply to</span> selecting problem</a></p> <div class="bb-content-inr-wrap"><p>Thank you for your effort to answer.</p>
<p>The problem is: The object has to be selected (made orange) in object window. active.</p>
<p>When it&#8217;s not active we can see the shape. selected it&#8217;s blue and I can&#8217;t see where canvas starts.</p>
<p>zooming in only shows area of the first point of my polygon selection. I can&#8217;t go to the other corners of the canvas while in&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-403424"><a href="https://creativecow.net/forums/thread/selecting-problem/#post-2464796" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop started the discussion selecting problem in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/selecting-problem/</link>
				<pubDate>Sat, 26 Oct 2024 12:07:52 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/selecting-problem/">selecting problem</a></p> <div class="bb-content-inr-wrap"><p>I&#8217;ve got this painting + frame object of 50.000.000 polygons. I&#8217;d like to select the canvas. In viewport it is shown in gouraud shading and can be viewed well. But if I want to select polygons i&#8217;ve got to select the object, and then the whole object changes flat blue, without any shading. (it shows the polygons). So I can&#8217;t see where the frame&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-403347"><a href="https://creativecow.net/forums/thread/selecting-problem/" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop started the discussion creating roughness map myself for object with more than 1 part, how? in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/creating-roughness-map-myself-for-object-with-more-than-1-part-how/</link>
				<pubDate>Sun, 13 Oct 2024 07:48:43 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/creating-roughness-map-myself-for-object-with-more-than-1-part-how/">creating roughness map myself for object with more than 1 part, how?</a></p> <div class="bb-content-inr-wrap"><p>This question is about creating a roughness map. I&#8217;ve got this 3D painting: frame + canvas. it is 1 object. The canvas is glossy, the frame is not so glossy. How do I go about creating a roughness map? when looking for the answer all I get is where to put the map for PBR.  Or some program creating it for you. I&#8217;d like to be able to give both parts&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-402691"><a href="https://creativecow.net/forums/thread/creating-roughness-map-myself-for-object-with-more-than-1-part-how/" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop replied to the discussion editing 82 million polys in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/editing-82-million-polys/#post-2463794</link>
				<pubDate>Fri, 27 Sep 2024 09:09:26 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/editing-82-million-polys/#post-2463794"><span class="bb-reply-lable">Reply to</span> editing 82 million polys</a></p> <div class="bb-content-inr-wrap"><p>Thanks Kouraib,</p>
<p>I&#8217;ve tried it on a small piece of geometry and that seems to work!  I&#8217;ve created a landscape also and converted it to mesh. After your workflow I put both pieces together with &#8216;Connect objects&#8217; and it worked. It looks like this was what I was looking for. I&#8217;m going to try with my 82million mesh now 🙂  </p>
<p>so thank you,!</p>
<p>regards</p>
<p>Hans</p>
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				<title>Hans Castrop started the discussion editing 82 million polys in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/editing-82-million-polys/</link>
				<pubDate>Thu, 26 Sep 2024 18:07:37 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/editing-82-million-polys/">editing 82 million polys</a></p> <div class="bb-content-inr-wrap"><p>Hi<br />maybe I&#8217;m looking in the wrong places,.can&#8217;t seem to find a way to edit my 82million polys mesh. I came across LoD in display, but that&#8217;s not for mesh. I don&#8217;t want to hurt my mesh, want to keep every detail. So don&#8217;t want to use volumetric or of course not normal map. I just want to push and pull some polys. Some sculpting to enhance a couple&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-402130"><a href="https://creativecow.net/forums/thread/editing-82-million-polys/" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop replied to the discussion c4D 2023 remesh causes lines between texture islands in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/c4d-2023-remesh-causes-lines-between-texture-islands/#post-2460766</link>
				<pubDate>Tue, 25 Jun 2024 07:49:56 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/c4d-2023-remesh-causes-lines-between-texture-islands/#post-2460766"><span class="bb-reply-lable">Reply to</span> c4D 2023 remesh causes lines between texture islands</a></p> <div class="bb-content-inr-wrap"><p>Hi Kouraib,</p>
<p>regarding volume builder; I tend to not use it too often, because my source is photogrammetry and scanning, with as a result of tens of millions of faces in the 3D object. I want to keep the detail of my source. (for instance a chair with fine woodcarvings). volume builder is a bit rough for my purpose (on my PC :).)</p>
<p>Now I&#8217;m remeshing&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-398868"><a href="https://creativecow.net/forums/thread/c4d-2023-remesh-causes-lines-between-texture-islands/#post-2460766" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop replied to the discussion c4D 2023 remesh causes lines between texture islands in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/c4d-2023-remesh-causes-lines-between-texture-islands/#post-2460758</link>
				<pubDate>Mon, 24 Jun 2024 20:55:21 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/c4d-2023-remesh-causes-lines-between-texture-islands/#post-2460758"><span class="bb-reply-lable">Reply to</span> c4D 2023 remesh causes lines between texture islands</a></p> <div class="bb-content-inr-wrap"><p>Hi Kouraib,</p>
<p>not the answer I was hoping for&#8230; </p>
<p>maxon was so proud they could texture with remesh, &#8230;but this is useless. Yes, I know I can use different programs to do just that. I&#8217;m using metashape since my textures come from photogrammetry. That works fine. I was hoping C4D could as well so I can add it to my workflow. </p>
<p>Mind you, your answer is&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-398857"><a href="https://creativecow.net/forums/thread/c4d-2023-remesh-causes-lines-between-texture-islands/#post-2460758" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop started the discussion c4D 2023 remesh causes lines between texture islands in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/c4d-2023-remesh-causes-lines-between-texture-islands/</link>
				<pubDate>Mon, 24 Jun 2024 09:44:10 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/c4d-2023-remesh-causes-lines-between-texture-islands/">c4D 2023 remesh causes lines between texture islands</a></p> <div class="bb-content-inr-wrap"><p>After I&#8217;m doing a remesh (no matter which kind) my texture-map is applied, but has these lines in between the islands. Anyone for a solution? </p>
<p>Regards,</p>
<p>Hans</p>
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				<title>Hans Castrop started the discussion mesh edit to a volume by stitching? in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/mesh-edit-to-a-volume-by-stitching/</link>
				<pubDate>Thu, 10 Aug 2023 18:22:48 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/mesh-edit-to-a-volume-by-stitching/">mesh edit to a volume by stitching?</a></p> <div class="bb-content-inr-wrap"><p>This is not about volumetric mesh&#8230; but I&#8217;ve got a question about basic workflow. I&#8217;ve got a maskshape, so not a watertight object but a shaped surface. I&#8217;d like to make that a closed object. How can I connect this maskshape to for instance a hemisphere? Both objects have different amount of vertices. (I hope this makes sence). </p>
<p>thanks</p>
<p>Hans</p>
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				<title>Hans Castrop replied to the discussion combine multiple materials to one....How do I do it? in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/combine-multiple-materials-to-one-how-do-i-do-it/#post-2442058</link>
				<pubDate>Sat, 11 Mar 2023 07:15:09 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/combine-multiple-materials-to-one-how-do-i-do-it/#post-2442058"><span class="bb-reply-lable">Reply to</span> combine multiple materials to one....How do I do it?</a></p> <div class="bb-content-inr-wrap"><p>@ Michael</p>
<p>I would think so too. baking would be the way to go. I&#8217;m glad you came up with that too so I&#8217;m looking in the right direction. but;</p>
<p>I&#8217;ve tried many ways and looked at many tuts. up to now these are my findings:</p>
<p>substance painter: can&#8217;t do base color transfer because you can only transfer 1 material to the base color slot. I imported the&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-380899"><a href="https://creativecow.net/forums/thread/combine-multiple-materials-to-one-how-do-i-do-it/#post-2442058" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop started the discussion combine multiple materials to one....How do I do it? in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/combine-multiple-materials-to-one-how-do-i-do-it/</link>
				<pubDate>Sun, 05 Mar 2023 09:55:20 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/combine-multiple-materials-to-one-how-do-i-do-it/">combine multiple materials to one....How do I do it?</a></p> <div class="bb-content-inr-wrap"><p>I,ve connected several meshes to one new mesh. Each mesh had it&#8217;s own material applied. Now I want the new object to have just one material. How do I combine the several materials to one ne material? (it&#8217;s from photogrammetry so I can&#8217;t just make a new material and apply it). each part of the object still has it&#8217;s own material ID and I suppose&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-380581"><a href="https://creativecow.net/forums/thread/combine-multiple-materials-to-one-how-do-i-do-it/" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop replied to the discussion combine polygonal mesh and spline in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/combine-polygonal-mesh-and-spline/#post-2439883</link>
				<pubDate>Tue, 17 Jan 2023 14:31:23 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/combine-polygonal-mesh-and-spline/#post-2439883"><span class="bb-reply-lable">Reply to</span> combine polygonal mesh and spline</a></p> <div class="bb-content-inr-wrap"><p>Hi Michael,</p>
<p>I couldn&#8217;t add the attachment because of the added picture. but here is my project, decimated so you can have a look if you want. </p>
<p>I&#8217;ve never tried voxels, so I&#8217;m going to give that a try.</p>
<p>Thanks for your help</p>
<p>Hans</p>
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				<title>Hans Castrop replied to the discussion combine polygonal mesh and spline in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/combine-polygonal-mesh-and-spline/#post-2439874</link>
				<pubDate>Tue, 17 Jan 2023 11:03:53 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/combine-polygonal-mesh-and-spline/#post-2439874"><span class="bb-reply-lable">Reply to</span> combine polygonal mesh and spline</a></p> <div class="bb-content-inr-wrap"><p>Thanks Michael,</p>
<p>It&#8217;s mesh from photogrammetry, very heavy, so this is remeshed to 1% of what I&#8217;m using and only the bottom part of the sculpture. I&#8217;ve got no experience in sculpting and modeling. What i&#8217;m trying to do is get some mesh around the statue until its shape is like the oval spline from the top view. Whenever I try to make new polygons&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-378741"><a href="https://creativecow.net/forums/thread/combine-polygonal-mesh-and-spline/#post-2439874" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop started the discussion combine polygonal mesh and spline in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/combine-polygonal-mesh-and-spline/</link>
				<pubDate>Fri, 13 Jan 2023 20:19:30 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/combine-polygonal-mesh-and-spline/">combine polygonal mesh and spline</a></p> <div class="bb-content-inr-wrap"><p>Hi, I have a plane with an irregular edge and a spline circle around it that I&#8217;d like to make one mesh off.   I can&#8217;t seem to be able to connect the spline to the mesh somehow. I&#8217;ve already subdivided the spline circle into 50 parts. How can I make this mesh combine somehow? </p>
<p>Thank you very much,</p>
<p>HAns</p>
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				<title>Hans Castrop started the discussion polygon independent colouring in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/polygon-independent-colouring/</link>
				<pubDate>Thu, 23 Jun 2022 10:45:50 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/polygon-independent-colouring/">polygon independent colouring</a></p> <div class="bb-content-inr-wrap"><p>I&#8217;ve got a low poly object and want to color one half red, the other half blue. Selecting polygons and adding material with this colour gives a jagged edge. I would like a perfect straight line. is there a way to do this, so it is polygon independent? Thanks</p>
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				<title>Hans Castrop started the discussion smart way of rendering different settings in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/smart-way-of-rendering-different-settings/</link>
				<pubDate>Thu, 17 Feb 2022 14:30:07 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/smart-way-of-rendering-different-settings/">smart way of rendering different settings</a></p> <div class="bb-content-inr-wrap"><p>Hi</p>
<p>I&#8217;ve got a scene with 1 object, 1 camera and 80 lights scattered in space. I would like a jpg rendered  for each light on separately. Can someone tell me a way to go? is there a smart way to do this? now I&#8217;m turning off each light and turn on one  by one light.</p>
<p>thanks</p>
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				<title>Hans Castrop replied to the discussion 3D scanning // texture re mapping in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/3d-scanning-texture-re-mapping/#post-2425021</link>
				<pubDate>Thu, 17 Feb 2022 14:25:12 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/3d-scanning-texture-re-mapping/#post-2425021"><span class="bb-reply-lable">Reply to</span> 3D scanning // texture re mapping</a></p> <div class="bb-content-inr-wrap"><p>I don&#8217;t know about meshroom. I use metashape. What I do possibly can be done in meshroom too: import the retopologized and altered mesh. generate the textures on that. For this to work the mesh can&#8217;t be scaled, relocated or rotated. so exactly same place and rotation. For this a different forum might be useful.</p>
<p>In cinema 4D: look into texture baking. </p>
<p></p>
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				<title>Hans Castrop started the discussion filesize 3x after rescaling. why? in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/filesize-3x-after-rescaling-why/</link>
				<pubDate>Wed, 12 Jan 2022 11:28:24 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/filesize-3x-after-rescaling-why/">filesize 3x after rescaling. why?</a></p> <div class="bb-content-inr-wrap"><p>I&#8217;ve imported an .obj in c4D, reoriented it, located at 0-0-0 and resized it with the scale tool. I used the scale tool so to object remains the same.  After that I exported the file. Both the original and the new obj have the same amount of faces, but the new one is 430 Mb, the original file has 171 MB file size. Can anyone tell me what makes the&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-364073"><a href="https://creativecow.net/forums/thread/filesize-3x-after-rescaling-why/" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop replied to the discussion axis on bottom of model in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/axis-on-bottom-of-model/#post-2421744</link>
				<pubDate>Mon, 06 Dec 2021 22:08:17 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/axis-on-bottom-of-model/#post-2421744"><span class="bb-reply-lable">Reply to</span> axis on bottom of model</a></p> <div class="bb-content-inr-wrap"><p>I&#8217;ve tried it again. create cube, make editable, menu&gt;mesh&gt;axis center&#8230;.  &#8220;Y -100% &gt;execute&#8221; drops axis to bottom of cube. Save cube as .obj with default settings. delete cube. open cube.obj. and cube opens with axis in center of the cube.  I&#8217;ve tried it in R20 and R25.  Both with same result. The axis always pops up at the center of the grid.&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-362526"><a href="https://creativecow.net/forums/thread/axis-on-bottom-of-model/#post-2421744" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop replied to the discussion axis on bottom of model in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/axis-on-bottom-of-model/#post-2421709</link>
				<pubDate>Mon, 06 Dec 2021 16:11:21 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/axis-on-bottom-of-model/#post-2421709"><span class="bb-reply-lable">Reply to</span> axis on bottom of model</a></p> <div class="bb-content-inr-wrap"><p>meshlab, metashape, even cinema 4D! saving the mesh with axis at bottom as a .obj, closing and starting C4D and importing .obj&#8230;.and axis is back in center of mesh again. </p>
<p>as I say, probably basic mistake, but I don&#8217;t know which mistake I&#8217;m making.</p>
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				<title>Hans Castrop started the discussion axis on bottom of model in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/axis-on-bottom-of-model/</link>
				<pubDate>Mon, 06 Dec 2021 09:45:40 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/axis-on-bottom-of-model/">axis on bottom of model</a></p> <div class="bb-content-inr-wrap"><p>A basic question probably, but can you tell me how to put and bake the axis on the bottom of my object? using &#8216;enable axis&#8217; and moving works. using &#8220;Mesh&gt;axis center&#8221;  works. but when I export to .obj and import again the axis is in the center of the object again. </p>
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				<title>Hans Castrop started the discussion replacing model with same texture in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/replacing-model-with-same-texture/</link>
				<pubDate>Mon, 06 Dec 2021 06:16:07 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/replacing-model-with-same-texture/">replacing model with same texture</a></p> <div class="bb-content-inr-wrap"><p>Hi</p>
<p>I wonder, can you point me in the right direction, for I am lost. What I&#8217;m trying to do: I&#8217;ve got this mesh .obj with .mtl, UVmap and texture from photogrammetry out of metashape. I also have a mesh .obj from a scanner. This mesh I want to use with the texture from the photogrammetry mesh. How do I start? I&#8217;m confused as to what I need. </p>
<p>Thanks</p>
<p>Hans</p>
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				<title>Hans Castrop replied to the discussion Why not use displacement map instead of normal map? in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/why-not-use-displacement-map-instead-of-normal-map/#post-2421387</link>
				<pubDate>Tue, 30 Nov 2021 17:40:01 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/why-not-use-displacement-map-instead-of-normal-map/#post-2421387"><span class="bb-reply-lable">Reply to</span> Why not use displacement map instead of normal map?</a></p> <div class="bb-content-inr-wrap"><p>Thanks Steve,</p>
<p>I&#8217;m certainly going to look into that.</p>
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				<title>Hans Castrop replied to the discussion Why not use displacement map instead of normal map? in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/displacementmap-instead-of-normal/#post-2421220</link>
				<pubDate>Sat, 27 Nov 2021 10:05:55 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/why-not-use-displacement-map-instead-of-normal-map/#post-2421220"><span class="bb-reply-lable">Reply to</span> Why not use displacement map instead of normal map?</a></p> <div class="bb-content-inr-wrap"><p>Thanks Steve for the explanation. </p>
<p>The thing is: I&#8217;m trying to find the best solution to present 3D scanned art objects in a standalone 3D viewer. The consideration here is file size against detail. I&#8217;ve got to combine 2 searches here: find the right 3D standalone viewer: Right now I  tend to use the Microsoft 3D viewer.  And find a way to present&hellip;</p>
<p><span class="activity-read-more" id="activity-read-more-362054"><a href="https://creativecow.net/forums/thread/displacementmap-instead-of-normal/#post-2421220" rel="nofollow"> Read more</a></span></p>
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				<title>Hans Castrop replied to the discussion Why not use displacement map instead of normal map? in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/displacementmap-instead-of-normal/#post-2421096</link>
				<pubDate>Wed, 24 Nov 2021 07:09:43 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/why-not-use-displacement-map-instead-of-normal-map/#post-2421096"><span class="bb-reply-lable">Reply to</span> Why not use displacement map instead of normal map?</a></p> <div class="bb-content-inr-wrap"><p>Justin, thank you for replying.</p>
<p>So a displacement map adds polygons to the model, but in a different way than subdividing the mesh? hence the longer render times? if so, than why would we use a displacement map anyway?</p>
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				<title>Hans Castrop started the discussion Why not use displacement map instead of normal map? in the forum Maxon Cinema 4D</title>
				<link>https://creativecow.net/forums/thread/why-not-use-displacement-map-instead-of-normal-map/</link>
				<pubDate>Tue, 23 Nov 2021 13:29:25 +0000</pubDate>

									<content:encoded><![CDATA[<p class = "activity-discussion-title-wrap"><a href="https://creativecow.net/forums/thread/why-not-use-displacement-map-instead-of-normal-map/">Why not use displacement map instead of normal map?</a></p> <div class="bb-content-inr-wrap"><p>Hi,</p>
<p>I was wondering, why Aren&#8217;t we using displacement maps instead of normal maps? applied to decimetrised mesh a displacement map creates real geometry instead of an illusion of detail. There must be a catch&#8230;. ?</p>
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