|
Background / Overview
I primarily use C4D
to produce clothing/props/models to be used in Poser (although
only one of the new commands below is even vaguely Poser-specific).
Whether I'm modelling a humanoid figure or some clothing item
for a figure, I pretty much always use the same workflow:
- Create some base form of Low
Resolution 'Cage' mesh of the model.
- Split the cage mesh in half
on the X-axis and put it into a C4D Symmetry Object
- Put the Symmetry Object under
a C4D HyperNURBS Object
- Continue refining that lo-res,
half mesh (cuts, extrudes, stretching, pushing, whatever)
- Once I have a decent 1st stab
model ready for some testing, I create material zones (polygon
selection tags), body-part groups for that half of the model
(more polygon selection tags, plus a Riptide 'Group' tag to track
them later in the exported .obj file) and various other region
selections (more polygon selection tags that can span or encompass
multiple of the previous tags, plus a Riptide 'Region' tag to
track them later in the exported .obj file).
- Collapse (Make Editable) the
Symmetry Object to create the other half of the mesh.
- Switch over to BodyPaint's
UV Edit layout/mode and do the UV Mapping.
- (Potentially) Export the mesh
in .obj format for testing in some other app at this point.
- Assuming there's more work
to do on the mesh, I split it back in half and put it back into
a Symmetry Object for further refineing.
- Lather, Rinse, Repeat many
of the above steps until satisfied.
...as you can see, this method
of working tends to revolve around the creation of a symmetrical
mesh, using C4D's Symmetry Object. I refer to this as a "Symmetry
Workflow". During this process, I might end up going
through the above scenereo many times before I'm done...
Whenever you delete half of
your mesh, you are also deleting half of your UV Mapping and
half of the (uniquely oriented) polygons. When you collapse the
Symmetry Object to make the mesh whole again:
- During the modelling process
(cuts, extrudes, welds, etc on the mesh), if your mesh had already
been UV Mapped, that mapping might now be disjointed in places
and need some repair work.
- The new half of the mesh gets
the exact same UV Mapping as the half you were working with (all
Left-Side or all Right-Side).
- All of the Selection Tags
that contained polygons on the side of the model you were working
with now also contain the mirrored polygons on the other
side of the model.
...with enough work, you can
re-create or fix the UV Mapping using tools already present in
BodyPaint - these new plugin commands will greatly enhance
and speed up that process (as well as the initial mapping process).
As for the selection tags,
in some cases (like material zones and probably any region tags
you've set up), it's probably fine - or even desirable - to have
the new polygons added into the existing selections. But in the
case of body-part group selections (for a Poser-style humanoid,
for example), I typically have most of the following selection
tags set up:
hip, abdomen, chest, neck,
head
leftEye, lCollar, lShldr, lForeArm,
lHand, lThumb1, lThumb2, lThumb3, lIndex1, lIndex2, lIndex3,
lMid1, lMid2, lMid3, lRing1, lRing2, lRing3, lPinky1, lPinky2,
lPinky3, lButtock, lThigh, lShin, lFoot, lToe
rightEye, rCollar, rShldr,
rForeArm, rHand, rThumb1, rThumb2, rThumb3, rIndex1, rIndex2,
rIndex3, rMid1, rMid2, rMid3, rRing1, rRing2, rRing3, rPinky1,
rPinky2, rPinky3, rButtock, rThigh, rShin, rFoot, rToe
...note that for the first
row of selections (center-line body-parts), it's ok for the selections
to contain the new polygons from the other side of the mesh,
but imagine having to fix up all of those other (50) selection
tags every time you split/combine the mesh! This plugin comes
with a one-click
solution for that too.
|