3D World

STEP BY STEP BAKE A CIN­EMA 4D MODEL WITH REDSHIFT

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01 CON­VERT TO STAN­DARD MESHES

Ide­ally, the Cin­ema 4D model needs to be bro­ken down into sim­ple ob­jects. Here I have taken a para­met­ric ob­ject, the sphere and used the Cre­ate Ob­ject com­mand to con­vert it to a Polygon Ob­ject. I also used this tech­nique on a cloner ob­ject and then Con­nect Ob­ject and Delete to con­vert the Box Arms into a Sin­gle Ob­ject.

02 CHECK UVS

Make sure each ob­ject has a work­ing UV map. Switch to the UV lay­out and se­lect an ob­ject to see its UV map. Bak­ing works with no over­lap­ping UV is­lands, and Cin­ema 4D makes this easy with its ro­bust set of UV un­wrap­ping and pack­ing tools. The pack­ing tools can op­ti­mise a UV map for spe­cific res­o­lu­tions; here the tex­tures will be baked at 2,048 by 2,048 pix­els.

03 ADD A REDSHIFT BAKESET OB­JECT

Next we need to add a Redshift Bakeset Ob­ject, avail­able in the Redshift menu. This al­lows artists to set the tex­ture out­put size, where the tex­tures are to be saved and what type of UV con­ven­tion is re­quired for the tex­ture out­put.

Meshes are added to the Ob­jects panel of the bake ob­ject and then by press­ing the Bake but­ton, the tex­tures are cre­ated. Cin­ema 4D dis­plays the progress of the bake in the bot­tom-left cor­ner of the screen.

04 USE THE AOV MANAGER TO CRE­ATE TEX­TURE MAPS

For Bump data that can be used in Cin­ema 4D, we need to use the Bump Nor­mals AOV. This gen­er­ates a tex­ture map that can be used in the Nor­mal tab of a stan­dard ma­te­rial with the Ob­ject method drop­down se­lected.

Re­mem­ber, a beauty pass can cap­ture all of the light­ing, whereas a Dif­fuse colour AOV will only cap­ture the colour of the ac­tual shader. There­fore, us­ing a beauty pass as a sin­gle map for non­crit­i­cal ob­jects in the far back­ground is rec­om­mended here.

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