shaping a brick wall in cinema 4d

davide

Well-known member
Hey guys,

Is there anyway to rearrange the points on a 3d object so that the polygons making it up match the texture of the object? I've got a cube with a brick wall pattern on it, and I'd like to arrange the the points making up the cube so that the edges follow the cement and the polys are shaped to cover the bricks. I tried using the slide tool, but because the texture is UVW mapped onto the cube that caused the texture to get distorted.

thanks
davide
 
If your not familiar with unwrapping I did a basic video (no sound) of unwrapping a guitar. It might get you over the
initial how-to part to get started.
http://www.vimeo.com/1374292
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Another and maybe easier way is to:

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***Edit: I originaly wrote this for use with a plane (Flat Projection)
*** Redited to work with a Cube. You may have to use selection tags for the different sides
*** if the textures need different scaling.

***Edit 2: I tried it with multiple poly selection tags and that works also.
*** If you do that, you'll need to Generate UVW for all of the materials assigned to the cube.
*** I just selected all and picked Generate UVW Coords (See below).
*** To view all materials in the view, select Display->Stacked Materials from your viewport.

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- Set viewport to Gouraud Shading if not already so you can see the textures.

-Delete the UVW tag and any material tags from your object.

-Drag the material with the picture you have onto the cube and set the projection to 'Cubic'.
Uncheck 'Tile' so you just see one picture, unless you want tiling on.
You should see a single picture of your object on the mesh on each side of the cube.

- With the material tag selected, pick the 'Use Texture Tool' from the toolbox
on the left side.

-select one of the standard Move,Scale,Rotate tools from the main top toolbar
and roughly scale/position your picture to where you want it.

-Select the 'Use Point Tool' and reposition your objects points to where you want.
Note that the texture is not distorting as it would normally.
(You can't use Soft Selection in this mode or the picture get's hidden.)

Ignore any black sections that pop up. If you render to viewer it'll look normal.
That's the phong tag. You can fix that by selecting that tag and uncheck 'Angle Limit'.
Remember to turn it back on when your finished or the object will look chunky when you render.

-When everything looks where you want it, select the objects material tag,
r-click and pick Generate UVW Coordinates.
You'll note that the projection mode for the material has changed to UVW.

-That's it. Moving any points will now distort the texture, proving it's mapped.
(Which can be fun sometimes to make stupid looking faces.)
 
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Load your texture as a background image,

set your viewport to wireframe rendering.

Add verts were needed (like a grid formation) then you simply move them to make the calssical brickwall pattern.

Then you simply split each line to make the mortor.

BUT all that trouble is not worth it, all you need is bump mapping, (normal mapping if you can get hold of some normal mapped brick wall)

Or even basic displacement mapping.

or MicroPoly Displacement mapping (if the feature is supported)

in any case, such detail is best derived from textures.

saying that I did once model a single brick and then copied it, I used a thing large box to represent the mortor, then placed by hand each brick:
 
Thanks. I thought it'd invovle something like unwrapping, but I wasn't if it could be done in C4D like it can be in 3dsmax. You know I joined DVXuser a couple years ago to find out how to do in-camera color correction with the DVX100. And no matter what question I've had about filmmaking since then (from lighting to sound to post-production and now to 3d modeling) the site has always been the go-to place for me to find an answer. Thanks again guys.
 
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