| 1 |
* |
| 2 |
^ be careful with "Boole" |
| 3 |
a) pc can't always cope with loading: "Cloner in Boole" |
| 4 |
* |
| 5 |
View > Frame default (S if object is highlighted) -- return to highlighted object |
| 6 |
* |
| 7 |
^ quickly click on polygonal object twice in mode Edge (must be move E, scale T, or rotate R) |
| 8 |
a) highlights all cycle edge, like Loop Selection (U~L) |
| 9 |
* |
| 10 |
^ Tools > Doodle |
| 11 |
a) Doodle Paint -- for painting, allows to use graphic tablet |
| 12 |
b) Doodle Eraser -- for removing painted |
| 13 |
* |
| 14 |
^ Loop/Path Cut (K~L) |
| 15 |
a) it's better select before with Polygon mode (can be also edge or points) |
| 16 |
b) tick Interaction > Symmetrical Cut |
| 17 |
`make two symmetrical cuts on spot (useful) |
| 18 |
c) when we clicked on polygonal object in mode "Edge", we can click on plus for adding supplementary loop lines which are at the same distance between each other |
| 19 |
* |
| 20 |
^ Loading files from Illustrator |
| 21 |
a) On the Panel of Objects > File > Merge Objects (Ctrl + Shift + O) |
| 22 |
* |
| 23 |
^ When you want to make position, scale or rotation via numbers, you switch mode "Model" |
| 24 |
^ Axis |
| 25 |
a) H ~ Y |
| 26 |
b) P ~ X |
| 27 |
c) B ~ Z |
| 28 |
d) HPB ~ YXZ |
| 29 |
* |
| 30 |
^ tiny plenty of details much easier make in AI, then load them into C4D |
| 31 |
* |
| 32 |
^ when we want to extrude several things |
| 33 |
a) group them (alt + G) |
| 34 |
b) put them into Extrude (keeping alt for creating parent Extrude for them) |
| 35 |
c) Extrude > Object > tick Hierarchical |
| 36 |
^ when we make volume polygonal objects and want to stay caps |
| 37 |
a) choose Extrude (D) |
| 38 |
b) make needed moving |
| 39 |
b) Extrude > Polygons > tick Create Caps (doesn't work) |
| 40 |
* |
| 41 |
^ Primitive Rectangle |
| 42 |
a) Plane for changing plane (XY default, ZY, XZ) |
| 43 |
b) Width and Height (easy) |
| 44 |
c) Rounding (useful) |
| 45 |
d) usually put into Extrude |
| 46 |
* |
| 47 |
^ Extrude Inner (M~W, I) |
| 48 |
a) for accuracy use numbers in "Offset" |
| 49 |
b) if we want to make the same inner in another object, just click on "New Transform" |
| 50 |
* |
| 51 |
^ holding alt we're changing numbers for 0.1 |
| 52 |
^ holding shift |
| 53 |
a) we changing numbers for 10 |
| 54 |
^ don't hold anything we're changing numbers for 1 |
| 55 |
* |
| 56 |
^ Make material on the same object |
| 57 |
a) in mode 'polygon' we select needed part |
| 58 |
b) just put a new material into highlighted part |
| 59 |
^ the righter materials on the object have more precedence |
| 60 |
^ on the material we can use any image in Color > Texture |
| 61 |
a) if an image is overturned we click once on material (not double) |
| 62 |
b) in Tag > Length U (or Length V) change 100% into -100% |
| 63 |
* |
| 64 |
^ U ~ X |
| 65 |
^ V ~ Y |
| 66 |
* |
| 67 |
^ It's better use Physical Render than Standard Render (more realistic image) |
| 68 |
^ Physical Render for power videocard |
| 69 |
^ Standard Render if only central processor |
| 70 |
* |
| 71 |
^ For "Sky" we have to use material with only "Luminance" |
| 72 |
a) in Luminance > Texture we load HDRI map (ready light source) |
| 73 |
b) in Render (Ctrl + B) switch "Global Illumination" |
| 74 |
* |
| 75 |
^ for making metal material |
| 76 |
a) only "Reflectance" |
| 77 |
b) in Reflectance > Type "GGX" where we change "Roughness" and "Reflectance Strength" |
| 78 |
`we can also change Reflectance > Layer Color > Color |
| 79 |
* |
| 80 |
^ using reference |
| 81 |
a) views top, right, or front (mainly) |
| 82 |
b) Attributes > Mode > View Settings (Shift +V) > Back > Image -- here we load reference |
| 83 |
* |
| 84 |
^ Disc |
| 85 |
a) here we can see inner radius (default 0), so can make plane ring |
| 86 |
* |
| 87 |
^ Hotkeys |
| 88 |
a) Bridge (M~B, B) |
| 89 |
b) Extrude Inner (M~W, I) |
| 90 |
c) Extrude (M~T, D) |
| 91 |
d) Loop/Path Cut (K~L, M~L) |
| 92 |
e) Reverse Normals (U~R) |
| 93 |
f) Enable Axis (L) -- like anchor point in AE |
| 94 |
* |
| 95 |
^ In Layout > Model |
| 96 |
a) if we want to highlight unhighlighted segments, just click on "Invert" |
| 97 |
* |
| 98 |
we can convert "Generators", juct click (C) |
| 99 |
* |
| 100 |
^ Element 3d can't see objects, just polygons |
| 101 |
^ make separate material for every polygon (for Element 3d) |
| 102 |
^ changes in C4D will influence on changes in Element 3d simultaniously |
| 103 |
^ it's much better to set color in C4D, not in Element 3d |
Комментарии