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Poly Reduction Tool C4d Free

понедельник 27 апреля admin 54

Tapaul:you are kidding, right? C4d’s polygon reduction is, and always was atrocious. That anyone would think this is “pretty good” has me confused right now. Pick any given “other” solution on the market (or even for free), and just assume it will be better, and you will be about right.Well Paul, with all due respect, I do not need nor do I appreciate the condescension. I am new to poly reduction, and in my initial attempts to use Cinema’s tool, it seemed to me that it did a decent job bringing down the poly count and triangulating the mesh, while keeping the geometry from faceting too much.I have always valued your tools and your contributions to the community, but that you came to this thread to do nothing but belittle me while offering nothing concrete as a solution is very disappointing.

Okino PolyTrans and NuGraf, the primary 3D CAD, VR/AR and DCC/Animation conversion + optimization products on the market for well over 30 years. Hand's on, one-on-one, personal communications and customer driven '3D conversion solutions'. Okino's 3D model reduction system comes standard with our industry standard PolyTrans & NuGraf stand-alone software programs. You can import/export from all major 3D CAD/DCC file formats and produce excellent model compression with resulting high fidelity. Not only is it 1/2 to 1/10th the cost of other single-purpose polygon reduction programs from other companies but you also get access to.

I think you need to reevaluate where the F— your head is and reconsider your tone. If you don’t have anything of value to contribute, then just keep your snark to yourself, capisce? GruvDOne:Well Paul, with all due respect, I do not need nor do I appreciate the condescension.

I am new to poly reduction, and in my initial attempts to use Cinema’s tool, it seemed to me that it did a decent job bringing down the poly count and triangulating the mesh, while keeping the geometry from faceting too much.I have always valued your tools and your contributions to the community, but that you came to this thread to do nothing but belittle me while offering nothing concrete as a solution is very disappointing. I think you need to reevaluate where the F— your head is and reconsider your tone. If you don’t have anything of value to contribute, then just keep your snark to yourself, capisce?I was not trying to be condescending and Im sorry if it seems that way. I was just telling you that that c4d’s reducer is not very good, assuming (clearly wrongly) that everyone is aware of this, and informing you that it does not matter what solution you pick, as any given solution will do a better job.I have re-read my post multiple times, and I honestly don’t see where what I have written warrants your onslaught, or where you are reading condescending into it. Getting Zbrush for the polyreduction alone is clearly not the smartest idea, it’s like getting a car because it’s got a radio insideThis being said, Zbrush would give you the option to sculpt, reduce polygons with full quads topology, project the high rez detail onto lowrez geometry (normal maps and displacement maps) and a lot of other things (AutoUV, polypainting, dynamesh)If you think that more of those options could be of interest for you then it starts to make senseBe warned though that Zbrush workflow and interface, while powerful, can be quite disturbing too.

Teleliq:there is not really a one-click-automatic solution if you want a clean mesh with a nice edgeflow afterwards.There is in my opinion, it’s called ZRemesher. Ok to be fair, it’s not just one click if you want to control the edge flow (it works best if you place some guides first using the guides brush), but it works just as well as they show in this video. I’ve used it on scanned models of physical sculptures to create animatable meshes and it has saved me literally hours of manual work on those jobs.I would add that those who say that ZBrush has a weird UI and should be more like other CG apps completely miss the point IMO. It’s a different animal, with a completely different focus to a typical DCC and it’s ‘strangeness’ is actually one of it’s strengths once you take some time to learn it and stop expecting it to work as you expect it to. Try it with a Cintiq for example and it starts to make a lot more sense. There are plenty of quirks with C4Ds UI, but you forget them when you work with it for a while.

Same thing with ZBrush.Cheers,Brian. If I might chime in, and be a little OT here, I love ZB and learned to get used to it, but there’s a difference between UI and Workflow. I think ZB’s workflow is different but good, but the UI isn’t really on par on many thingsThere are a lot of things that could be much improved there in terms of ergonomy, without actually having to prostitute it’s awsomeness: naming conventions, small obscure abbreviations, only a portion of the stuff actually has a useful tooltip, and the dreaded “sliders from hell” (so tiny they seem designed to annoy you on purpose). Almost nothing is context-sensitive, it’s an endless scroll festGranted that it is actually packed with tons and tons of features, and they had to pile it up over the years (I have ZB since 1.55b) you do have to stick them somewhere, but I’m pretty sure that it would look and feel different (and better) if it were to be developped from scratch now.Zremesher is also as close as you can get from one-click solution. It feels like dark-magic sometimes.Powered by, best viewed with JavaScript enabled.

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In Cinema 4D Release 19, polygon reduction has gone through a major overhaul, moving polygon reduction to a generator instead of a deformer like in previous versions. When an object is placed under the generator, it will go through a pre-processing phase where the geometry you wish to reduce is created. This can take several moments depending on the number of polygons in your original object. Once the pre-processing is finished, you can start adjusting the polygon count. This can be done either through the reduction strength slider or by manually setting a value in one of the three Edit fields. As you adjust these values, the reduction will happen fairly quickly, as the generator's accessing the cache that was created earlier.

Now the one big thing that becomes obvious fairly quickly, is that the UV's of the object being reduced are now being maintained. UV's aren't the only thing that are going to be maintained.

The generator also does its best to maintain vertex maps, and upon converting a polygon reduction object, the selections that have been created as well. There are also a few additional options inside of the attributes for this generator and it should be warned that changing any of these will cause the cache to be rebuilt, as they change the way that the reduction will be performed. The first option is to preserve 3D boundaries. 3D boundaries represent the open edges of a model. When Preserve 3D Boundaries is active, the open edges of the model will be preserved as best as possible based on the boundary reduction angle.

A smaller value will result in better preservation of these edges, while a larger value will result in more reduction. If Preserve 3D Boundaries is deactivated, the boundaries of the object will no longer be maintained. This can allow for greater reduction of your object. The next option is to preserve the UV boundaries. UV boundaries represent the seams in the UV map that is created for your object. When the option is turned off, you can see that the reduction can be fairly uniform, but when looking at a model that has the Preserve UV Boundaries turned on, you can see that the seam where different UV islands are created is fully maintained.

The results of the Preserve UV Boundaries can also be seen by looking at the UV maps created after converting the polygon reduction generator. The 'Reduce all generator children as one object' checkbox changes the way that the reduction strength functions. By default, this option is turned off.

This means that each object that is a child of the polygon reduction generator is going to be reduced by the full reduction strength. This means that objects like the antler, which have a lower subdivision level to begin with, can be reduced more. When this checkbox is enabled, all of the objects in the generator are going to be considered as one object. This checkbox is handy to use when you have objects with different polygon densities, as objects that start with lower polygon counts will be reduced less, making for a more even distribution of polygons across the reduced object. So, with Cinema 4D R19, polygon reduction has been elevated to a whole new level while maintaining your textures, selections and vertex maps. Be sure to check out the other videos on cineversity.com to find out more about the other great features in Cinema 4D Release 19. PLAYLIST WITH THIS TUTORIAL.

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