Poly Reduction Tool C4d Materials

I have always had an interest in low poly art as well as 3D modeling. When using as a 3D printing tool, I realized that even if the low polygon geometry created wasn't always practical to 3D print, they would still make for cool graphical renderings. You can see the final low poly bunny I created for this tutorial above, as well as a hammerhead shark from a previous project.A great benefit to this method of creating these low poly models is that the lighting environment in whatever rendering method you choose creates the appropriate shadows and highlights without needing to manually choose every panel of color.

  1. Poly Reduction Tool C4d Materials For Kids
  2. C4d Materials Pack
  3. Poly Reduction Tool C4d Materials For Sale

The idea is that even people with little to no experience in graphic design or 3D modeling can create fun low polygon style artwork!Since this is intended to be a fun and easy trick to make some low effort low poly, I haven't utilized any specialized rendering software or graphic design tools. To 'render' the final image, I'm simply using Autodesk Inventor, which is free for students.

There are many options available to you if this is not a viable option. I've included links below to lists of free 3D modeling and rendering tools, many of which have the same or better capabilities; however, I will not be covering their usage in this tutorial.Process Summary. Import geometry into Meshmixer. Reduce polygon count in Meshmixer. Export from Meshmixer.

Edit in CAD tool. Render and save. Optional - Vectorize your image! The first step is to choose the 3D geometry you wish to make into low poly art! There are several options for the source of your 3D model.1) Create your ownThe most fun method is to simply create your own 3D model!

If you're not experienced with CAD or computer graphics, there are still some great options. Easy to learn tools like, or are all great options for someone learned to 3D model.2) Find a 3D model onlineThere are plenty of resources online for sharing and downloading 3D models. The two I'm most familiar with personally are. There are thousands of models created by great users that you can use as the basis for our low poly art - just be sure to give credit to the creator of the model!3) 3D scan itWhile you may not have an expensive 3D scanner available to you, the app uses your smartphone or tablet to create 3D scans. Meshmixer also lets you import from the 123D Catch library so you can use geometry that other people have created.To create the low poly aesthetic, we will be utilizing. You can also use similar apps like if you prefer. After you have your 3D geometry selected, first make sure that it's in a compatible file format - STL or OBJ are the most common.

Once you have Meshmixer downloaded, we can import our geometry.The image above shows the starting menu in Meshmixer. Use the import option to open up your STL or OBJ file. For the purposes of this demo, I'll use the Import Bunny option to import the Stanford bunny. To access the polygon reduction tool, first select your entire geometry. The easiest way to do this is to simply use the keyboard shortcut CTRL+A.

This will highlight your part and bring up a new menu of options on the left side of the workspace as seen in the images above.The Reduce tool is located under the Edit option. You can also access this with the keyboard shortcut Shift+R or simply find it in the menu as shown.Note: As the name Meshmixer indicates, this program is focused on mesh editing. The Reduce function essentially approximates the geometry of your 3D model while reducing the number of polygons in the mesh. This is traditionally used to reduce the quality of the mesh in order to reduce the file size and complexity, but has more recently been used as an aesthetic choice as well!

The Reduce tool has two primary preferences to adjust. The first option allows you to select one of three mesh reduction methods: Percentage, Triangle Budget, and Maximum Deviation. The options of Percentage and Triangle Budget are similar - they simply limit the number of triangles in the mesh to either a percentage of the original triangle count, or limit it to an arbitrary value. Meshmixer then attempts to recreate the geometry with these new limitations. My preferred option is Maximum Deviation. This allows you to set a maximum value that the reduced geometry can vary from the original geometry.For these settings, simply use the sliders to adjust the parameters until you create the desired look.

You can also type in a specific value.The next preference has two options: Uniform or Shape Preserving. These options are fairly self explanatory - I tend to prefer the Shape Preserving option but any combination of these options will work. It is chiefly a matter of aesthetic preference and what the end result looks like. The actual properties of the resulting mesh are unimportant since this is simply being used for a graphic design application!An important option to note is the check box denoting whether or not to Preserve Boundaries.

Most often, you will NOT want to preserve boundaries - this limits how Meshhmixer will reduce the mesh at the boundaries and will often create an uneven look near the edges. For example, we can see in the images above that there are still a large number of polygons near the rabbit's feet before we uncheck the boundary preservation.In the example above, I actually use the Reduce a second time in order to further reduce the polygon count. The fewer shapes, the more prominent the low poly aesthetic will be! Now it's time to export the model. We have the desired geometry, but Meshmixer doesn't have the lighting and environment adjustments that I like. You can turn off most of the background images and adjust the object color, but the lack of fine tuning and image export options prompted me to use another tool.The first step is to export the geometry.

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This option can be found under File Export. Alternatively, you can use the keyboard shortcut CTRL + E.There are several options you can use for the file format - for the purposes of this tutorial we will choose to export as an STL. Choose a file name and finish exporting your file.To 'render' the final image, I will be using Autodesk Inventor. I have also previously used SolidWorks. Note that there are a plethora of options on how to proceed from here, so feel free to use whatever is available to you or what you are familiar with. Neither Inventor or SolidWorks are the best options here, but they serve the purpose for this quick and dirty art project.

If you want a list of 3D modeling and rendering tools, see the intro page to this tutorial!In Inventor, click the Open under the Launch tab. Under Files of Type, choose STL files.

Navigate to your exported file and open it. To make it easy to edit and use the final image, it is extremely helpful to make the background a single color. I like to make the background white but depending on your object color you'll probably want to choose a contrasting color.To edit the workspace environment in Inventor, navigate to the Tools tab in the tool bar. Click Application Options to open the options window. From here, click on the Colors tab. We are then able to adjust the Color scheme and Background.

Poly Reduction Tool C4d Materials

For a white background, choose the Presentation color scheme and change the background to 1-color.The environment background persists when we export the image, so if you find a background that you like, you can also use that. Using a pure white background makes editing the image much easier.In order to highlight the correct panels to create a visually interesting final product, we want to adjust the lighting environment also. The lighting options can be found under the View tab.

As seen in the last picture above, we can change the Lighting Style through the drop down menu. Feel free to play around with various styles to find what works best.

The Grid Light option seemed to work well for me! Just be aware that some of the lighting styles also alter the environment and background.

Poly reduction tool c4d materials for sale

We have the final product ready to go. Position the geometry how you'd like it to look using the view tools at the right hand side of the work space. Once the view is set then we're ready to save. The easiest way is to simply print screen from here and you'll have a useable image.For higher quality, we can use Inventor's export function to export as an image! Click on the Inventor icon to bring up the File drop down menu and select Export.

Under Export, choose Image. From here you are able to choose any image type and export your file.Note: I took these screenshots slightly out of order, so this bunny isn't blue like my final picture! Sorry for any confusion this might cause. There are several things you can do with the final result. One great option is to vectorize the image!

The low poly nature makes it very easy for a program like Adobe Illustrator to vectorize the image. This makes it easily editable and useable for other projects.In Illustrator, open the image file that you previously saved. Selecting the image will bring up the Image Trace option in the tool bar.

Click on the options panel ( Image Trace Panel) to bring up extra options. For low poly images the 6 Colors or 16 Colors are a great starting place. When you achieve the desired result, click Expand to create the vector image!

You can then use the Direct Selection Tool to remove the background image (simply click and delete) as well as the coordinate axis that is included with the exported image.

HiCan't import James model from Poser to Unity using Mac OS X via FBX. Mesh import-export works PERFECT with OBJ or 3DS formats but can't export with Textures in that way.The Preview in Unity said: 0 Verts, 0 Tris.

No model in preview.All the applications used are Mac OS X versions.1) James's successfully export from Poser to Cinema 4D R10.1.1.1 via COLLADA with all textures and mesh. Bones are lost.

No rigged character. Same result in Cinema 4D R.11.52) Failed export of James from Cinema 4D R10.1.1.1 using FBX 6 to Unity and only import the textures. Mesh IS LOST.3) Failed export of James from Cinema 4D R11.5 using FBX 2010 to Unity. No mesh, no texture.4) James's successfully import from COLLADA to Maya 2010 with last plugin FBX 2010.2 with all textures and mesh. Bones are lost. No rigged character.5) Failed export of James from Maya 2010 using FBX 2010.2 plugin to Unity.

No mesh, no texture.6) Export NATIVE character named Whimpy Sneakwalk from Cinema 4D 10.111 with FBX 6. Can see the mesh and texture in Unity but can't load it in scene.7) In my opinion Autodesk FBX Converter 2010.2 is a useless application. Don't convert NOTHING properly to use in Unity. I tested all the format and NOTHING works in Unity.Format Tested in this 'converter':FBX201000FBX200900FBX200611FBX200608FBX200601MB75FBX200508MB70FBX60MB60Good news here: Successfully exporting from 3ds Max 9 using FBX 6 to Unity from other thirty part model (not Poser) with textures and mesh.

Can place the model in scene correctly.CONCLUSION: I'm lost. Unity are not friendly to import thirty part models or I'm making something wrong.Unity team said that Cinema 4D FBX plugin is buggy but I see a lot of tutorial exporting stuff to Unity from CInema 4D successfully included animation and rigged character.

See this tutorial.I want to use Unity with some thirty part models that I purchased but seems to be that is very limited in importing stuff and don't find documentation to learn in this topic.Someone can help me to export Poser models successfully to Unity?I know that need to make a Poly reduction of Poser models but first want a good import from Unity that can't get it.Thank you.Tom. I'm noty very familiar with either poser of C4d. I do know however, that the models in poser were never meant to be used for realtime applications and only for rendered images.The other thing is that if your using found objects to export to a game engine. You can have all sorts of problems depending on the program it was made in, whether the artist knew what they were doing. If rigging, there are sometimes steps that have to be made in preparing the mesh before rigging that if missed can result in a garbled model.

Sometimes simple things like mirroring geometry, or vertex asignments between left and right side can cause bad things to happen in a game.BTW, if your getting textures but no model in the scene editor when importing FBX. Sometimes it just comes down to Unity having a default scale of 0.01.In a lot of 3d apps if you use real world units, the imported mesh can be so tiny that its practically infisible. You can press F to focus the camera on the selected object to see. And to fix the problem set the mesh scale to 1 in the FBX import component of the inspector.Unity has a ok art pipeline, though there are problems with coordinate systems that can be irritating. But typically it's not that hard to find workarounds. Hi Tom,As Tysoe said check your scales and don't forget to focus on model (using F key shortcut).Otherwise we need to find where the problems are. There is good and easy procedure:1) Export you model into FBX from 3d tool2) Import FBX back into your 3d tool.

Poly Reduction Tool C4d Materials For Kids

If something doesn't look right, then there is problem with exporter/importer of the 3d tool, so there is no way Unity can import successfully if there is something wrong with FBX file already.You should do that for every case you described and if it looks right in 3d tool after importing back this probably means that there is a potential problem in Unity and we want to fix them! The next step would be to raise a bug(s) (using BugReporter in Unity).We are putting more focus on 3d asset import, but we can't fix problems which are not on Unity side or which are not reported properlyRegards,Paulius LiekisUnity Technologies. Hey all, ive read up on this and cant seem to be getting anywhere.My problem is that when I create a cube/sphere in cinema 4d and texture it (either a diplacement map or bump map)save it as a fbx 2010import into unitythe mesh IS there but the materials it imports are just like diffuse. NO bump/displacement maps.:cry:Basically I want to create 3d objects in c4d and texture them there, and then import into unity.Whatever I try (fbx6,exporting material only ect) just doesnt work.Am I doing this all in vain? Im quite new to unity and c4d so I dont really know if I can do it this way.Any help???

To the OPI assume your FBX files are ascii. If so, open them up and check that the objects you're exporting are actually there.To everyone who gets stuck with FBX exporting, it's well worth familiarising yourself with the FBX format - you don't need a detailed knowledge, just enough to open a file and check that everything you want to be there, is there.If you have the benefit of data exported from two programs, where one works and the other doesn't, try comparing them. Note that tag names can differ between programs (Max and Maya use different node names for example).they function the same however. Human error accounts for most screwups, and some applications simply don't have very good exporters (this goes for Collada as well as FBX). I have had issues with this in the past, and it took me a little work but I think I can help you with your scale issues. First, it is NOT UNITY at fault, but FBX. FBX is a generic format designed to be used in multiple programs for interoperability between software developed by different companies.

Because of that there can be issues with it, but there's an easy work-around.Decide on the scale of your scenes in UNITY and stick with it. I have read on these forums that 1 unit in UNITY is supposedly equal to 1 meter in world measurement, so I choose to use that. When I model, I generally use MAX 2010, because I am most comfortable with it, but I also have C4D and MAYA.MAYA imports and exports perfectly back and forth at a 1:1 scale, you don't have to change anything.My C4D has the 2010.2 FBX version, and since I don't normally use it I gave it a try with this method. If you don't want to read this whole thing just know your scale factor on import to UNITY is 1, all at default settings, just change your scale factor in the UNITY editor to 1 and hit 'apply'. As tysoe said above, it will import at a ratio of.01 which is 100 times smaller than you want.To determine what my FBX plugin was doing to my models, because when I started using UNITY it was kind of weird, (the scale I set in MAX would give me models either very small or very large in proportion to the size I thought I was creating them at) I set up a test to see what exactly the thing did. I am using the 2010 00 FBX version.I created a cube in MAX and exported it, and set it next to a cube made by UNITY.

C4d Materials Pack

With the scale in MAX set on meters and UNITY's scale being 1:1 presumably you would think they would be the same. They were not.

I did determine that MAX's scale ratio is a factor of.025 IF you do not change the FBX settings on export from MAX. You can fix this by making sure the 'convert units to scale' setting in the exporter is set to meters. But if you should forget (FBX will default to inches if you do not make a custom profile, I am lazy so I never did) just rescale the model by.025 in the editor. If you subsequently open this model to make changes in MAX just hit the save button when you are done and it saves your file back to the UNITY folder, don't reexport it.Saving directly to UNITY from MAX is easier because it is just like MAYA except sometimes if you have animations involved it doesn't work and FBX is more reliable.As far as textures, yes bump maps do not import, but UNITY has a built in bump mapping procedural that works really well.

Poly Reduction Tool C4d Materials For Sale

After you import your model to UNITY, go into your assets folder where your files are, and using windows explorer (not the unity project explorer) duplicate the texture you want with another name like 'texturebmp.jpeg'. UNITY will find both textures and bring them into the project folder.

Select this DUPLICATE texture in the editor and check 'generate bumpmap'. MAKE SURE that you created a copy because UNITY does NOT save the original (or if it does I can never find it).For modeling scenes, once you know what your scale is and can import and export it right without a lot of rescaling, make yourself a measuring stick using the UNITY cube primitive. 1 unit square and 100 units long. You can use this for perspective to get an idea of distance in scenes, because its much easier than trying to guess how far to place the jeep from the barracks if you can lay the measuring stick down and see for sure that its 100 meters (or 30 or 50 or whatever), you can resize the stick in the scale section of the editor, and you can move it anywhere on your map that you need it. Just remember to delete it before you build your game.Hope this helps. This is an old thread but someone could find this information useful.Unity can't import Poser OBj model just like that, since it is not low polygon OBJ.If you want to use James figure (or any other figure), you need to use something like PolygonCruncher to make a duplicated low poly James and make it functional in Poser (either replace original or create separate one)1. Animate your scene in Poser.2.

Open the scene in DAZ Studio and check if everything is OK.3. Use FBX export plugin for DAZ Studio4. Import FBX in Unity3DIt will read all textures and all motions without any problem.Cheers!