Cinema 4D Tutorial - Modeling & UV Unwrapping the Fellow Stagg EKG Studio Pro

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  • Опубликовано: 11 сен 2024

Комментарии • 51

  • @user-fk8zj6td6i
    @user-fk8zj6td6i 10 месяцев назад +5

    Can't emphasize enough how great your tutorials are. Thanks!

  • @departed9282
    @departed9282 10 месяцев назад +4

    Almost an hour of greatness, very well done bro!

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      My pleasure buddy. Would love to do more of these.

  • @raphieljoeroeja9406
    @raphieljoeroeja9406 10 месяцев назад +2

    i enjoy watching these so much. you videos have always taught things that end up saving my @$$ on projects. Thank you for sharing your wisdom!

    • @NewPlastic
      @NewPlastic  10 месяцев назад +1

      Man, that's incredible! I love that. Made my day!

  • @bharat5194
    @bharat5194 10 месяцев назад +2

    Really appreciate this in depth tutorial! Been a fan of your work since a long time now.

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      Of course Bharat, it's my pleasure!

  • @richardxs
    @richardxs 10 месяцев назад +2

    Love UV Unwrapping tutorials in Cinema 4D as it is not as good as in other 3D softwares

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      Yeah it's tricky but honestly, you can achieve a lot!

  • @zaki_reg
    @zaki_reg 10 месяцев назад +3

    SO SO GOOOOD!!

  • @igobyzak
    @igobyzak 10 месяцев назад +2

    Love this! Thanks for all the nice UV tips! Lots of gems in here!

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      My man Zak! Honored to see you here!

  • @jasonwilde5335
    @jasonwilde5335 10 месяцев назад +1

    Great video. I've learned sooooo much. Great work. Thank you.

  • @StepanHKA
    @StepanHKA 10 месяцев назад +1

    Maaaaaaaaaan you flying ...Thanks for this

  • @TravisRagsdale
    @TravisRagsdale 10 месяцев назад +1

    Sooooo relaxing to watch this type of content lol

    • @NewPlastic
      @NewPlastic  10 месяцев назад +1

      Hahah who needs therapy am i right

  • @thomasdorval7339
    @thomasdorval7339 10 месяцев назад +1

    Great tutorial ! Thank you very much for your work.

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      My absolute pleasure!

  • @bulba1561
    @bulba1561 10 месяцев назад +2

    yo PLEASE make a video on reprojecting displacement maps AND normal maps from high poly to low poly in zbush!!

  • @tojiyev_cg
    @tojiyev_cg 10 месяцев назад +1

    Great tutorial bro

  • @MohammedIsmail-ce1hy
    @MohammedIsmail-ce1hy 10 месяцев назад +1

    Thank you

  • @lovemyafro
    @lovemyafro 10 месяцев назад +1

    💯💯💯

  • @mgalbu
    @mgalbu 10 месяцев назад +1

    Amazing!

  • @aminhosseini8374
    @aminhosseini8374 10 месяцев назад +1

    wooooow!

  • @Willopo100
    @Willopo100 10 месяцев назад +1

    yh i really want to follow along but cant find a top ref picture.

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      Hah man I don't even know, I just google "Fellow stagg top view" on google and it's right there. Here museumstore.sfmoma.org/products/ekg-pro-studio-matte-black?variant=42540988760242

  • @bulba1561
    @bulba1561 10 месяцев назад +1

    More modeling tutorials!

  • @bulba1561
    @bulba1561 10 месяцев назад +1

    I’ve been getting some uv distortion on the edges of islands when I rectangularize them. Is this something to worry about? How do you approach distortion?

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      There's no clear answer here honestly. If the distortion is too strong, then don't rectangularize. A lot of the times you would use some kind of a Triplanar projection that is then baked onto the UVs, so the texture is compensating for the distortion in the UV map so it looks fine on the model. But yeah, you would have to just assess your own project and pick your battles. There's no absolute right or wrong.

  • @Willopo100
    @Willopo100 10 месяцев назад +1

    for the love of god. how did u get the topview ref pic?

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      museumstore.sfmoma.org/products/ekg-pro-studio-matte-black?variant=42540988760242

  • @elliotverhaeren1945
    @elliotverhaeren1945 10 месяцев назад +1

    Maybe I'm going to say something stupid, but does it make sense to unwrap a model where the texture is always the same, like ceramic or plastic? If I put cubic projection on my texture it should work for small details no?

    • @bendosage3445
      @bendosage3445 10 месяцев назад

      I would recommend using the triplanar node for things like this, you can kinda cheat without uving using multiple triplanar materials layered with each other, to break up surface repetition.

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      That's a great question. If you're using unique projections for each texture, than technically you don't need UVs. But that would significantly limit you. First, you wouldn't be able to animate-deform the model because the textures won't stick to it without UVs. Second, you wouldn't be able to use the model in other programs/render engines, since you would have to set up the unique projection in each separate engine. And third, you wouldn't be able to create textures in programs like Substance painter.
      But like Bendosage said, you could just use Triplanar (I like XYZ to UVW in Octane), that's what I'm using in the next video tutorial when texturing this model, I'm not even really using the UVs.

  • @wunderluster
    @wunderluster 10 месяцев назад +1

    Is it necessary to UV unwrap?

    • @NewPlastic
      @NewPlastic  10 месяцев назад +1

      Here's my reply to another similar question:
      That's a great question. If you're using unique projections for each texture, than technically you don't need UVs. But that would significantly limit you. First, you wouldn't be able to animate-deform the model because the textures won't stick to it without UVs. Second, you wouldn't be able to use the model in other programs/render engines, since you would have to set up the unique projection in each separate engine. And third, you wouldn't be able to create textures in programs like Substance painter.
      But yeah you can just use XYZ to UVW or another projection node to override the (lack of) UVs, which is what I'm doing in my next tutorial texturing this model.

  • @omerceran6050
    @omerceran6050 10 месяцев назад +1

    Would love to know your setup too

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      My computer setup? Threadripper 2920, 3090 RTX, 4090 RTX, 128GB RAM, couple of SSDs

  • @user-se6et3jn2t
    @user-se6et3jn2t 10 месяцев назад +1

    i watched first 6 seconds and i think u have problem with textel those cubes needs to be same size for achieving realism if i am wrong then sorry but j am pretty shure that textel on your models in different and this is a mistake

    • @NewPlastic
      @NewPlastic  10 месяцев назад

      Really good point. Texel size is important but, from what I understand, it only truly matters if you fit all the UVs of every single part of the model into a single UV block or a set of UDIMs. In this case, each part had its own separate UV set so I just adjust the size of each texture according to the part's UVs. But I'll admit I'm not a UV master so I might be wrong, but I don't think it matters if your model is broken down into separate parts.