View Full Version : making objects that will be imported in VUE
hello all
I hope my question is not too stupid.
I would like to make some simple objects with textures (including images map) in C4D, then export them and use them in VUE, keeping all the materials info.
I can't find the right way to do it, and can"t find any tutorial about this.
I'm using Vue 7 Xstrem and C4D 10.5
Thank you
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Silverblade-T-E
01-12-2009, 05:29 AM
hello all
I hope my question is not too stupid.
I would like to make some simple objects with textures (including images map) in C4D, then export them and use them in VUE, keeping all the materials info.
I can't find the right way to do it, and can"t find any tutorial about this.
I'm using Vue 7 Xstrem and C4D 10.5
Thank you
Ok I don't have C4D, sorry but the way I make objects for Vue, using RHino, is this:
-Since Vue cannot apply textures "per polygon", only per discrete, seperate object, I "split" my object into many logical parts. This also makes it easier for me to UVmap afterwards in UVMapper Pro.
-If a model gets vastly complicated, with extreme polycounts, I may export as seperate logical regions and import these, assembling the object region by region. This is because, at least up to version 6 of Vue, I found over 300,000 polygons, .obj import often started to screw up :/
For example, my ships I may export: hull; decks; railings; doors; side panels, rigging, etc, as seperate parts.
-Export as .obj, and as I UVmap in UVMapper the workflow is nice.
Works for me, bit complex but I'm a very inneficient modelelr and my ships I fillet as much as I can now, for realism ;)
Maxwell render, from my Rhino model:
http://www.silverblades-suitcase.com/rhino/2008/hammership44.jpg
Art render of it in Vue :) (Sorry I'm not much into or good at photorealism, I have a certain style I like)
http://www.silverblades-suitcase.com/sj/hammership/hammership.jpg
Sacmanis
01-20-2009, 11:00 PM
I use essentially the same method.
I actually make m ine in Animation Master. I create the model complete and group the parts that are the same material. I then copy out the groups to another model and export the groups individually.
When I export into VUE, I choose to not center the object and it will actually place each imported section in the correct location. I group them all together in VUE and can move them around as if it were one complete model. I have found in a lot of the free models that I have snagged for future use in VUE, that users have unwrapped them and applied a texture map that way. This works great except I cannot re-use the components in VUE which is a bummer. I choose to texture in VUE, mainly because Animation Master has issues with exporting the maps correctly.
I have C4D but have never used it. I have been using AM for years and I am comfortable with the workflow so I stick to that.
I think the key is as Silverblade stated, exporting in discreet groups to be imported and regrouped in VUE.
Also, I would suggest saving the grouped final object out as a .vob for ease of future use.
Also, I think one of the advantages to VUE's obj import is that it will automatically recognize that the model has been modified and will ask if you want to update. The only problem is when you have added geometry that changes the center of the model. This will cause it to shift. What I did was nudge things around as I finished modifying then delete it all and reimport when I had what I wanted. This ensured that everything was lined up.
Below is an example of one I did recently. I know it doesn't look right in the scene, it is a work in progress.
Wade
lightning2911
01-21-2009, 10:36 AM
one thing i found with exporting from blender via obj-format is to not export edges ... with edges it just did not load in vue
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