ur workflow: Create the modell in CD4 - mapping in photoshop - map the
modell ind C4D -> output with Swift -> you need the dae and the picture
material for papervision.
With Blender i made some tries - its kinda the same workflow -> convert
to Dae (Blender plugin) - locate possible images -> output is .dea
It took me a while to understand the structure of dae files, which are
XML files and include all information about the object - included
material list, but its good to have a closer look inside for a better
understanding.
I modeled in C4D then set up the UV's and baked them. I then exported as .3ds to bring into Blender as C4D does nor have a direct Collada export
Hi Sini. I have used C4D since 2001 and am more of a
3D guy who makes a living doing Flash than a Flash guy
interested in 3D. But anyways here is the successful
pipeline I use. First I model in C4D and apply my
textures, usually procedural noise and ambient
occlusion. If my model is and static as well as the
virtual-unFlashlight source remain fixed then I put my
color textures in the Color Channel. For an animated
object you would put your color textures in the
Luminance Channel. Ambient Occlusion applied to scene
from Render settings is good for adding shading to
determine shapes better. You may adjust the number of
samples and the raycasting length and sometimes pull
the gradient knot to the right to get a more
pronounced effect.
You have a few ways to go depending on your mesh. If
you have extruded/bevelled etc your origanl polys or
primitives then your additional modeling steps will
overlay one over top of the next on the UV map leading
to a mess. Choose a UV Mapping projection type from
the texture tag - usually cubic. spherical for globes.
Remove the original UV tag and under tag menu choose
Generate UV Coordinates. It will then change the UV
Mapping type on your texture tag.
Under the Render Menu there are two first options. One
is Bake Texture. Drop all you texture tags on the mesh
into the appropriate box, check Surface Color, choose
size and press Bake. It will generate a texture map to
the directory you pointed it to. Import this to a new
material and place in the Luminance channel to see
what it will look like in PV3D.
The second option is to Bake Object, which will create
a new object witha sungle texture tag etc. in the
hierarchy and make the old invisible. If pleased
delete the old object or copy your new one to a new
file as you wish to export only the single mesh. You
can check for texture anomalies and see if the ambient
occlusion layer is not penetrating due to overlapping
UV's. If so then you will have to lay out the UV's in
BodyPaint 3D. Then bake the object and check Keep UV's
and lock the UV tag just to e safe. Als locking it in
BP will show you if your UV's stuck as they will jump
to the old position if you did not proceed correctly.
Once you have baked your object go under the Function
menu and choose Triangulate. Then under File menu
export to .3ds. Import into Blender and export as
.dae. You do not have to retexture at this stage as
the UV's have already been created. Blender is your
importer/exporter on steroids if you are a C4D user
and need to get your mesh and textures to another
format they do not export. Import your texture map
into your Flash library and ID it. Do yer PV3D thang..
I have included an xyzWidget and its associated
texture map created with this pipeline for inspection
and use in scenes where you might wish to see the
world or other transformed coordinate system visually.
I had to lay out the UV's as the standard cubic
mapping screwed up the ambient occlusion. I am using
the widget as part of a heads up display that will
read out on any object in the DisplayObject3D.
Very important is the article about loadint complex models
http://papervision2.com/loading-complex-models/