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Workflow Tuts Cinema 4d Modeling Rigging

Discussion in 'Community Learning & Teaching' started by knoel, Oct 18, 2012.

  1. knoel

    knoel

    Joined:
    Oct 18, 2012
    Posts:
    1
    Hi,

    I am using C4D for all my characters and it works ok for me. But I'm really uncertain, if I the way I work really is efficient.

    Usually I use a couple of Nurbs and other C4D's helper tools to model my character quickly. Then I convert it to an object and use the poly-reduction tool on it: the resulting mesh is asymmetric, which makes the weighting really annoying.

    So I am interested in a tutorial that covers the whole workflow from modelling to rigging and importing a low poly model into unity.
    I am really thankful for any suggestions!
     
    Last edited: Oct 18, 2012
  2. JoeGrainger

    JoeGrainger

    Joined:
    Oct 20, 2012
    Posts:
    19
    You'll find box modelling and using the more sophisticated vertex/edge/poly modelling tools will allow you to get much cleaner geometry on your model than simply using a bunch of modifiers and nurbs, perhaps check a few tutorials for low poly modelling in particular.

    Unfortunately the poly-reduction tool isn't very good at keeping the geometry clean either, so its better if you can if you're aiming for low poly models to begin with the geometry as low as possible instead of trying to shortcut scaling back geometry from a subdivided nurb model.

    If you still want to continue using the process you have but want your weighting to work correctly here is a suggestion :

    • After placing the poly reduction modifier on your model, right click it in the hierachy and choose "current state to object".
    • You should now have a fixed version of the model with no modifier, delete the old model that still has the modifier on.
    • Go in to vertex editing mode, select the knife tool and set it to Plane cut, choose the correct axis to slice directly down the centre of your model (XY, XZ, YZ).
    • Now delete one side of the model via vertex selection (whichever has better geometry) and then apply a symmetry modifier to your model. This will provide you with a symmetrical model, you might need to play around with the tolerance to weld the objects together.
    • Finally, make the symmetry modified object in to an editable object (C is the shortcut) and then you're ready to begin weighting the model. (Rigging a model with un-topologised geometry is not reccomended, you will get unwanted distortion.)