Poly Reduction Tool C4d Cafe
Creating Amazing Camera Moves Using the Camera Morph Tool (A Cinema 4D Tutorial) - YouTube. Easy / Good mesh reduction? Discussion in 'External Tools' started by bigkahuna, Mar 1. Aside from ones builtin to apps like Modo and Maya the only good poly reductions tools I've ever found are PC based. I haven't found and Mac based ones. I tried the same mesh in Blender, C4D and Modo. So far C4D was the easiest to tweak, but I'm still. Trans and Nu. Poly Reduction Tool C4d Renders Ball. It looks as if the model has been optimized from a high rez version with a poly reduction tool. NO POSTWORK ON THESE RENDERS! How to create a forest. The Poly reduction tool should come in handy here too. Okino's polygon reduction system comes for. I was effectively able to import.
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The problem i have is the following: -I unwrapped my UVs fine -I then baked my normals (with the default shader & name correspondance for baking unchecked as it seemed to cause problem) -Normals are fine in the paint room I tried exporting the object from the retopo room (Export Retopo Object) & from the paint room (Export Object & Textures), and in those 2 cases, i get a weird UVW mapping in C4D: Also, in the Retopo room, i can't move retopo meshes in other UV Sets. I tried with my mesh selected or not in the Retopo room, with the initial object layer selected in the Voxtree or not. Anybody has ideas? First from your picture it appears you have a problem in your uv unwrapping. The lower right uv island is overlapping itself in the right bottom part of the uv island. You can see the problem area in the uv editor and the texture editor / normal map If you are also having a shading problem that could be due to using the wrong Normal map preset under the Edit Menu Preferences.
Check you will see there are several and which one works for C4D, I do not know I would advise fix the first issue and run a test to see if your problem is fixed. If all is well then you good to go.

Change the normal map preset in preferences if you still are having shading issues. Tangent normal map is indeed better for animation. Edited January 10, 2016 by digman. Ok so i solved the messed up uv's when importing in C4D by selecting the 3ds Max preset in the OBJ import window! But now i have 2 more problems: -the first one is that seams appears at each island's border. I haven't put any seams with the same named tool in the retopo room but thought this was just to 'relax' the island when unwrapping, in places where there are sharp or narrow shapes.the second one is that displacement doesn't seems to do much.
I tried increasing the strength, height etc with no luck. Thanks for your quick reply Carlosan. No, that did not help. I can explain exactly what i have done: 1. I model, rigged and animated 2. Pulled out my model from the rig removed all tags that might cause any conflicts on export. Exported the model to 3Dcoat 4.
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Imported back obj with new UV 6. Placed the new uv tag to the model i used to export out of c4d, which was rigged. But when i place the tag on the rigged one, even if i pull it out of the rig again it get messy. When i move the tiles V or U they all move in all directions like they order of the polygons have changed or each poly got their own uvset. So weird Im thanksful for all reponse, im stressing out here thinking of deadline (If i use 'keep UV' instead of automapping on import into UVroom 3Dcoat crashes) Edited January 31, 2017 by domis. Ok, i've tried tonns of things now.

I grabbed the model BEFORE i had skinned/rigged the model, which is only lowpoly with symmetry on. Did the whole process with the same funky results. After that i tried export and import all options aviable, obj,fbx,dae ect with no luck. Then i thought it could be symmetry that is doing something with the point order when i collaps it into one shape, but after several tries i still cant get it to work. Starting to get desperate, give me a hint what i should try and ill try it.
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I've attached import settings. The other forums which i have posted this have not a logical solution.