![export c4d for octane render standalone export c4d for octane render standalone](https://i.ytimg.com/vi/xI9Ivq58vZ8/maxresdefault.jpg)
Since I have five material sets, I use the search bar in the Explorer window to speed things up. I open the folder I saved my textures in, and locate the ones for the shoulder pads and shield. I double-click the Mix material, then click the Node Editor button. This actually consists of three materials: a Mix material, a Dielectric part and a Metallic part. I right-click and select Download, and the material appears in the Materials tab under the main viewport. Choosing this will give us a template with materials in the right slots, which means we can just replace those with our own. There are a few materials that are named the same pick the one that has some texture on it. The Substance template is under Materials > Misc > Substance PBR. In here you'll find a large collection of preset materials and template materials like the ones for Substance Painter. To set up a material from Substance Painter in OctaneRender, the easiest way is to open LiveDB under Materials in the Live Viewer. I start with the shield and shoulder pads material. I'll go over setting up only one of the materials, since each will be the same process.
![export c4d for octane render standalone export c4d for octane render standalone](https://images.squarespace-cdn.com/content/v1/608815d80fda1f2c79e48753/1626486345767-TMAQT10JI3CDTDOSOH6I/octane_imager_processing_elsksa.gif)
Once you've set up one material, the rest will be easy That will export a Base Color map, Roughness Map, Metallic map and a Normal map. The important thing here when exporting to Cinema 4D and OctaneRender is to select the PBR metallic export settings.
![export c4d for octane render standalone export c4d for octane render standalone](https://inlifethrill.com/wp-content/uploads/2017/02/Octane-Render-for-Cinema-4D-1-Scheme.jpg)
I import the low-res knight model to Substance Painter, bake maps using the high-res mesh and paint the model. I use the Vertex Color workflow for the backdrop for the knight, and I'll go over that later in the tutorial. I decided to do a proper texture pass though, for the higher fidelity it gives and for the added performance you get from using a low-poly mesh with normal maps. I could bypass the process in Step 1 by painting the model in Medium and then use the vertex colour information in Cinema 4D along with the high-res version of the mesh. Once everything is UV'ed, I export a low-res version of the model, and a high-res for the texture-baking process. Remember to break your model up into polygroups in order to give UV Master an easier time. I try to go as low-res as possible, for an easier time UV'ing. In ZBrush, I make a low-res version of the model using a combination of Decimation Master and ZRemesher.
#EXPORT C4D FOR OCTANE RENDER STANDALONE FULL#
I made a knight in Oculus Medium and exported the model at full resolution as a FBX file to retain layers. Keep your model as low-res as possible for easier UV'ingįirst I import the character I'll be using in my scene.