I was hoping for some love to BodyPaint, which is in charge of the UVs too, for the nodal material editor and for improvements on the viewport speed.
The edge detection for the sculpting tool is really useful, but without something like DynaMesh or the ability to edit your mesh with a Sculpt Tag, this is futile as ZBrush will have always the advantage.
Yea Bodypaint and UVs are clearly the archilles heel
Shader Nodes would be nice too. They will either rework BodyPaint into something new and shiny or leave it totally in the dust I guess.
Well you will never replace ZBrush with a built in sculpting feature, thats clear, but it can
hold up to Mudbox, its good if you don't want to committ learning ZBrush with its nonsense UX and do not need to do as sophisticated sculpting/modeling.
Yea Bodypaint and UVs are clearly the archilles heel
Shader Nodes would be nice too. They will either rework BodyPaint into something new and shiny or leave it totally in the dust I guess.
Well you will never replace ZBrush with a built in sculpting feature, thats clear, but it can
hold up to Mudbox, its good if you don't want to committ learning ZBrush with its nonsense UX and do not need to do as sophisticated sculpting/modeling.
Indeed the sculpting tool is very powerful, considering what it is, the Project Mesh was a nice addition, but I noticed it uses only 2 of my 4 CPU cores, and that can take a very long time if your mesh is quite dense.
I remember there was a plugin that worked in a way similar to Polypaint but is now gone, I hoped they were working on implementing it on R17, but it seems that won't happen soon.
This update is very disappointing, to say the least.
I would've really liked to see some improvements with BodyPaint, as well as with the baking functionality of Cinema. So far baking a texture from a mesh has a 50/50 chance of failing and producing artifacts or succeeding. I also would've liked for them to add a way to bake details from a high poly mesh to a low poly one, but I guess I'll stick with xNormal for that.
It really seems like MAXON's trying to make Cinema 4D more and more visualization and motion graphics oriented.
It really seems like MAXON's trying to make Cinema 4D more and more visualization and motion graphics oriented.
Its just a guess but I would say that is the biggest chunk of the 3d market. Nobody handles commercial motion graphics like C4D (that is a personal opinion).
Replies
The edge detection for the sculpting tool is really useful, but without something like DynaMesh or the ability to edit your mesh with a Sculpt Tag, this is futile as ZBrush will have always the advantage.
Shader Nodes would be nice too. They will either rework BodyPaint into something new and shiny or leave it totally in the dust I guess.
Well you will never replace ZBrush with a built in sculpting feature, thats clear, but it can
hold up to Mudbox, its good if you don't want to committ learning ZBrush with its nonsense UX and do not need to do as sophisticated sculpting/modeling.
Indeed the sculpting tool is very powerful, considering what it is, the Project Mesh was a nice addition, but I noticed it uses only 2 of my 4 CPU cores, and that can take a very long time if your mesh is quite dense.
I remember there was a plugin that worked in a way similar to Polypaint but is now gone, I hoped they were working on implementing it on R17, but it seems that won't happen soon.
This release feels very sad.
I would've really liked to see some improvements with BodyPaint, as well as with the baking functionality of Cinema. So far baking a texture from a mesh has a 50/50 chance of failing and producing artifacts or succeeding. I also would've liked for them to add a way to bake details from a high poly mesh to a low poly one, but I guess I'll stick with xNormal for that.
It really seems like MAXON's trying to make Cinema 4D more and more visualization and motion graphics oriented.