Maxon Cinema 4D Studio R15 Manual Pagina 42

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37
BodyPaint 3D
Rotate the view so you can see the eyelid from the top. Activate the Raybrush Render View for RayBrush
Painting mode and set the brush size to 10. Switch to the color layer’s Color menu and set the color to a
medium gray which will be the base color for our eyelid. Now go to the Bump layer’s color preview and set the
color to black (both color layers are located in the Materials tab under the letters C and B + pencil symbol).
When you paint on the object you will notice that both colors are being applied to the object – the gray base
color and the black (to indicate indentations).
If white were the color of the Bump channel it would raise the brush stroke instead of indicating indentations.
The result could look like the following image.
Load the QS_BP3D_Final.c4d file and take a look at it when you have time. Here are some everyday tips with
which you can achieve great results quickly and easily.
4. Tips and Tricks
A very helpful function can be found in CINEMA 4D’s preferences (Ctrl + E). In the BodyPaint 3D menu you
will find the function Project On Invisible Parts, which, when activated, allows you to paint on both sides of an
object in projection paint mode. Let’s assume you want to color the arm of a figure or sprinkle color on the
entire figure. With this function deactivated you would have to apply the color with this function deactivated,
rotate the arm, apply the color, rotate the arm and, well, you get the idea. When this function is activated
you apply the color in the front view and the color is applied to all surfaces lying behind this surface at the
same time. Just make sure you don’t apply color to objects you don’t want to color when this function has
been activated.
If a texture map does not fit correctly at the point where large and small polygons meet (in the case of
low-poly objects that are subordinates of Subdivision Surfaces) set the Tile UV’s function, in the respective
Subdivision Surfaces Object’s Attribute Manager, from Edge Standart to Boundary to Edge. This sends the
UV-mesh through the Subdivision Surfaces algorithm and subdivides it to fit the polygon object.
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