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View Full Version : Does Cinema 4D have a "stick to surface" function?


courtneyrocks
12-05-2007, 01:12 AM
Hi there,
I was over at ZBrush central and there was a page featuring a video of a 3D artist 'Resurfacing' a hi-res character head in Maya.

http://www.veoh.com/videos/v1376022S3AxxY22&source=embedVideo

Basically the artist is tracing the hi-res 3D model to create a lo-res model which can be animated etc.As each polygon is created the points stick to the surface of the hi-res model.

I know you can do this in ZBrush 3, but it looks like a starnge and unweildy process involving zspheres. Silo is capable of doing it also but it seems quite slow and touchy on my machine.

Is it possible to do this in C4D? At the moment I am still using ZBrush 2(I am still on a PPC mac G5) and it would be great to be able to trace hi-res ZBrush models or heavy bought meshes down to fast lo-res models within C4D.

If it isn't possible I hope it becomes possible in a future update. Or does anyone know a similair working process that is possible in C4D?

Per-Anders
12-05-2007, 07:12 AM
you should be able to generate polygons with the make polygon tool and snapping enabled to allow you to snap to another objects surface. then you would have to transfer the uv's etc, VAMP would help with this but ti will never be *perfect*. In general with regards Z-Brush it's esaier to make your low res models elsewhere to begin with and detail in Z-Brush rather than making the mesh in z-brush and retopologizing, that way you already have your low res model complete with UV's maps and the rest.

courtneyrocks
12-05-2007, 09:32 PM
DDuuuuuuuude Per-Anders!
Thanks so much. I didn't know you could do that with the snap settings.

I totally agree with you about the process I described being backwards.

I sometimes do quick 3D characters in ZBrush. I am able to get cool cartoony look and features that would take a lot more time to model up in C4D. The models are too heavy to use in C4D comfortably though. But with your snapping tip I can trace them and get the cartoony look without so much labour, and go from there to UVs and texturing.

I will also use this 3D tracing technique to clean up bad models I have bought when I need to or to retopologize old assets I have modelled badly.

Thanks again.

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