On the right cube i corrected the Vertex Normals of the flat faces which causes the surface to look flat and even better it adds a nice rounded corner effect to the mesh, The middle cube has some smooth shadow blending going on because of the 45° chamfer. Im affraid there’s no easy fix for this, i always use the Vertex Normal Tool in these situations:Īs you can see, the left cube has no issues because there is no chamfer and the phong angle is <90°. Shading issues on the hard surface parts of the mesh.Ī phong angle of 180° is absolutly ok for things like the pillows and other smooth surfaces, but it causes the shading on the wooden parts to look odd, since they have a chamfered edge of 45° on most edges. because Cinema cannot produce that rounded phong shading from that little geometry - the plugin must be changing things so that works. Do this before combining meshes, since it caused issues with face material inconsistency on my first try. Better control of luminace and GI output in Cinema 4D Shader presets hidden materials Using special proximity and specular shaders to create complex visual effects Using advanced shaders to create material effects Applying the variation shader to change a material over multiple objects Creating a custom semi unbiased. Cinema 4D Modelling Phong Break / Vertex Normals Phong Break / Vertex Normals. So i just took out one of the UV channels and keept the other two.
This wasn’t exactly fixed since it requires a lot of UV editing, which isn’t that easy on such high polycounts. Your mesh uses 3 UV channels instead of two and the UV layout isn’t exactly ideal for any of them.
I also merged the bedcover with “optimize” since it was split in left and right without reason. So to do that Im going to go to my Select options, Phong Break Selection. Not entirely a showstopper, but i prefer to combine meshes and have polygon selections taking care of the material assignment. part of Creating Motion Graphics with Sketch and Toon in Cinema 4D. Some of the surfaces in your mesh had inverted surface normals (blue instead of orange tint when the faces are selected in polygon mode)Įasy fix, select the parts that are inverted with phong selection tool and invert the normals. Nah, seriously you should export with fbx 6.1 since this works best and pay close attention to your mesh setup.Ī few things i noticed and partially fixed before export: For example you can create low poly look just by using it in certain way.
I have used the “break phong tag” in Cinema 4D, but didn´t works… In this part Ill show how to use phong tag for your advantage.