Filleting thing
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 From:  Barry-H
11097.11 In reply to 11097.10 
Lara,
is this ok.
Cheers
Barry




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 From:  Lara (MALA)
11097.12 In reply to 11097.11 
Thanks a lot for your suggestion!
It shows me that my splines were too complicated. I assume you extracted the front splines of the bridge/connection and generated the center spline with the curve command from the old bridge. Didn't you?

The UV mesh was not in the right direction, so I did the sweep differently: activated the long splines first and then took the short ones as rails. Then the uv-set was right with the rest. There I also took this order.

And it shows when extruding to a slightly thicker thickness in c4d (with the cloth tag) that the mesh has a quirk.
In Moi I can't make the texture thicker as a whole by extruding.
I think overall, I'll recreate your approach once and see if it's a cursory error.


Texturdirection wrong:


Artefakt after cloth-extrude in c4d


P.S.:
I can't get the object to fit together as one piece in MOI. Neither by bool-union. Nor by join.
That makes it complicated in further handling in Cinema...I must try to keep it together...

Thanks, Mala

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 From:  Barry-H
11097.13 In reply to 11097.12 
Hi Lara,
attached modified file that can be shelled to give a solid.
Cheers
Barry



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 From:  Lara (MALA)
11097.14 
Hello Barry,
the model is wonderful. Thank you so much!
I got so much to learn in MOI.

Which tool did you use to make the connection?
I tried to reconstruct the convec+concav "bridge" in order to get the correct uv-direction (see c4d Screenshot). But I failed.

"Blend, network, sweep," for doing the surfaces show as result surfaces which do not work for the shell command.



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 From:  PaQ
11097.15 In reply to 11097.14 
Hello, why you don't just 'uv' unwarp the model in your DDC instead of fighting with surface construction method in MoI. 'All' you have to do is to define a seam, and maybe some 'rectify' vertices to create a proper projection. Chance I'm not understanding what you are trying to do :S

EDITED: 2 Aug 2023 by PAQ

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 From:  Barry-H
11097.16 In reply to 11097.14 
Hi Lara,
The original one I posted was purely just the blend tool.
Being as the 4 blends need a common touch point I created a temporary surface in this position to make the first blend.
You can then blend to the blends themselves diagonally after this.
The modified version I created a small gap so they where not touching also I modified your shape a little as it had a tight turn at far end.
Hope this helps.
Barry
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 From:  Lara (MALA)
11097.17 In reply to 11097.15 
Thx.
You are right PaQ. I must say...my uv-texturing skills are very poor.
May you tell me your texturing workflow - where did you set the seam (only one?).
Which command did you then use to automatically for proper projection?
Any steps between?
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 From:  PaQ
11097.18 In reply to 11097.17 
Hello, I have no idea how the tool works in C4D, but UV flatten (unwarp) function are more less the same in any software.

For this example I place the seam here, but you can maybe hidden in an other area.


Then I have 2 vertex selections, that force the flatten to straight the unwarp in U or V direction.

For U


For V


In Houdini it's called Axis-Aligned Vertex group, there must be something equivalent in C4D, as it's a common functionality to unwarp tubes and the like and force the uv island to be rectangular.
Maybe try to find something like "Straighten UV".

EDITED: 2 Aug 2023 by PAQ

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 From:  Lara (MALA)
11097.19 
Thx for the impulse, PaQ!
Not yet sure which way to go...
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 From:  Lara (MALA)
11097.20 In reply to 11097.16 
Barry, thanks for the mini tutorial, which I can't quite follow though. The thing with the common point is not clear to me from the text. My English is poor.
But I also decided to learn texturing on this actually simple level first.
Even if I have not yet succeeded after so many attempts. I have always dodged it - it's time to face UVs.
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 From:  Barry-H
11097.21 In reply to 11097.20 
Hi Lara,
this was the method I used on your model.
Cheers
Barry


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 From:  Lara (MALA)
11097.22 In reply to 11097.21 
Hi Barry, thanks a lot for your tricks ans solution! This is pretty cool. As mentioned before it is time for me to beat the UV challenge. So I did...
Best, Tom
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 From:  Lara (MALA)
11097.23 In reply to 11097.18 
Hello PaQ,
I did the UV texturing with RizomUV. We still had an old version here that I didn't know about.
There was a big fight because I didn't enable the "weld edges" option in the MOI FBX export settings and so all the individual parts were in Rizom. I was not able to merge them well. But once the penny dropped, and the weld option enabled in Moi it worked just like with the seams you showed.
I have since made the three versions I need - and they are perfect.
Thank you very much for the strong push into a topic, which I have always tried to avoid until now.
Best Mala
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 From:  PaQ
11097.24 In reply to 11097.23 
Glad to hear that, thanks for the follow-up !
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