Does anyone know a good method for this? Specifically getting a spherical texture to wrap properly around a sphere?
The method I'm using right now is to create the bump map in photoshop, then use polar coordinates filter to stretch right, then take the resulting image and feed it into one hemisphere of the sphere, and duplicate that and flip it around for the other half. This gets me pretty far, but I still get seams and some mismatches.
Thanks for any help!
Making golf balls
Moderators: ChrisHekman, aoktar
- aggiechase37
- Posts: 214
- Joined: Tue Jan 13, 2015 6:39 am
Chase
Win 10 - Intel 4770 - 2x Nvidia 1070 - 32 gigs RAM - C4D r16
http://www.luxemediaproductions.com
Win 10 - Intel 4770 - 2x Nvidia 1070 - 32 gigs RAM - C4D r16
http://www.luxemediaproductions.com
Honestly, I would model what you need. Use a cloner to roughly place your dimples, build out connecting edges, etc.
CaseLabs Mercury S8 / ASUS Z10PE-D8 WS / Crucial 64GB 2133 DDR4 / 2 XEON E5-2687W v3 3.1 GHz / EVGA 1600 P2 / 2 EVGA RTX 2080Ti FTW3 Hybrid/ Cinema 4D
Is it fast? Oh, yeah!
Is it fast? Oh, yeah!
There are some tutorials on Vimeo and YT how to model a golf ball in C4D.
If you insist on using a texture you could model the ball and color the dimples in black, then simply bake the texture and use it on a clean sphere.
If you insist on using a texture you could model the ball and color the dimples in black, then simply bake the texture and use it on a clean sphere.
C4D 2025 | Win10
WIN 10 64bit | Asus X99 Delux USB 3.1 | i7-5830K 3.5 Ghz | 32 GB RAM |1200 W PSU | 512 GB SSD |
2 x PNY - GTX 980 TI
1 x PNY - GTX 1070
C4D 17.55 | Octane 3.06.2 | GeForce Driver 378.49
2 x PNY - GTX 980 TI
1 x PNY - GTX 1070
C4D 17.55 | Octane 3.06.2 | GeForce Driver 378.49
- aggiechase37
- Posts: 214
- Joined: Tue Jan 13, 2015 6:39 am
Thanks!
I'm kind of a golf fanatic, so I was looking for the dimples to be in the hexagonal pattern.
I'm kind of a golf fanatic, so I was looking for the dimples to be in the hexagonal pattern.
Chase
Win 10 - Intel 4770 - 2x Nvidia 1070 - 32 gigs RAM - C4D r16
http://www.luxemediaproductions.com
Win 10 - Intel 4770 - 2x Nvidia 1070 - 32 gigs RAM - C4D r16
http://www.luxemediaproductions.com
Hi, you got a minute? Try this. 
1. Make a sphere - icosahedron - 36 seg.
2. Hit C , select all edges
3. Smooth Subdivide ( U-Shift-S ) , Disolve
4. Select all polygons , extrude inner twice and scale down to taste ( preserve groups off )
5. Render in Octane ( very important step )
Regards
Milan

1. Make a sphere - icosahedron - 36 seg.
2. Hit C , select all edges
3. Smooth Subdivide ( U-Shift-S ) , Disolve
4. Select all polygons , extrude inner twice and scale down to taste ( preserve groups off )
5. Render in Octane ( very important step )
Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
- aggiechase37
- Posts: 214
- Joined: Tue Jan 13, 2015 6:39 am
That is really freakin' good! Thanks a ton! I was kind of looking to do the dimples in a bump map though to keep the poly count down because I was going to do a ton of these balls in the scene. But I will definitely use this for the up close stuff. Thanks again!
Chase
Win 10 - Intel 4770 - 2x Nvidia 1070 - 32 gigs RAM - C4D r16
http://www.luxemediaproductions.com
Win 10 - Intel 4770 - 2x Nvidia 1070 - 32 gigs RAM - C4D r16
http://www.luxemediaproductions.com
Well, at this point you can use proximal in luminance or dirt in Octane to bake a height map. Just give it spherical UVs. So to answer your texture related question, you model and bake. Ideally it would be a tangent normal map and you would do it in ZBrush, 3Dcoat, C4D sculpting tools etc.
Also lookup using Render Instance object as a proxy switch. You could use lowpoly obj. for viewport and switch to highpoly for rendering. Dynamics would use a sphere collision shape so no worries there ( Not sure but I think you could even use nulls instead of spheres to speedup baking ). As for Octane it could handle millions of instances even if each one is million polys.
Regards
Milan
Also lookup using Render Instance object as a proxy switch. You could use lowpoly obj. for viewport and switch to highpoly for rendering. Dynamics would use a sphere collision shape so no worries there ( Not sure but I think you could even use nulls instead of spheres to speedup baking ). As for Octane it could handle millions of instances even if each one is million polys.
Regards
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
Great technique, milanm!
CaseLabs Mercury S8 / ASUS Z10PE-D8 WS / Crucial 64GB 2133 DDR4 / 2 XEON E5-2687W v3 3.1 GHz / EVGA 1600 P2 / 2 EVGA RTX 2080Ti FTW3 Hybrid/ Cinema 4D
Is it fast? Oh, yeah!
Is it fast? Oh, yeah!