I just got C4D to use with unity, and am following along with the DVD tutorials that came with it . Alot of the modeling is hypernurbs (Shrek type stuff). Do you model with hypernurbs then convert to polygon? Or just model with polygons from the start? I just dont want to learn all these Hypernurbs techniques if they aren’t applicable to game making. Thanks.
i mostly use hypernurbs for anything organic, and let unity take care of the polygon conversion. i havn’t had a problem with this. just add the c4d file to your assets, and unity converts your files to polygonmodels internally (it doesn’t change the original c4d file)
thanks
Me too, I place my very low poly mesh in a hypernurbs container but set the editor subdivision to 1, that is all I allow myself for the sake of being efficient in the game. Then when you export or save the c4d file in the unity assets, the fbx export exports it as you see on screen (smoothed), this is great for texturing and rigging later as you do it on the low res meshes - less work to do.
Quick caveat though, if you use the new joints and skin system, the smoothed mesh is invisible in Unity, they have confirmed they will fix it in the next build though.
sounds good. From what I see, C4D’s hypernurbs modeling looks really easy with great results. I still dont get the whole UV/Bodypaint thing yet though. I bought C4D because I thought a 3d painting tool would mean no more messing with UV’s, I guess I was wrong :x . I’m sure it will sink in eventually.
I use hyperNURBS from time to time, but mostly on handbuild terrain. You can easiely form a few blocks, throw them into hyperNURBS, convert back to polys and tweak the model again… Its good performance control when building large terrains, because you can say exactly how many polygons will come out at the end. But i guess these days are over with unity 2.0 Cant wait, to try that new terrain engine.
I sometimes use hyperNURBS on Modelparts wich had been built too lowpoly, especially when building character faces at max LOD.
And dont worry about the UV Thing. With c4D you got very powerful automatic unwrapping tools at hand. You can actually layout a complex character face in about 10 - 20 minutes, when you know what you are doing. And its easy to learn. When you get used to it, it becomes a routine part of a very fluent workflow… you dont have to leave the program, so you always use the same interface.
Cya
Frank