How to add Multiple Stickers and Labels in Redshift for Cinema 4D

Hey, what’s up? Everybody in today’s video? I’m gonna show you how to use UV channels in redshift to apply multiple labels or stickers to an object. Let’s jump in Hey, what’s up? Everybody good to see again in this next quick tip tutorial I’m gonna show you how I like to put stickers or labels on an object using multiple UV s UV channels in redshift Let’s jump in here So here we are in cinema you can see I’m of course. I’ve got to do a skateboard and of course It’s got to be a GSG skateboard. You can see I’ve got this great skateboard model from turbosquid I’ll put the link in the show notes So you can check it out for yourself, so we’ve got our skateboard. I’ve got a real simple graphic over the wood grain here Let’s go ahead and take a look at this texture. You can see here It’s a pretty simple setup as far as the texture goes I’ve got Let me just isolate these again If you haven’t watched me my other previous redshift tutorials you you’re gonna know the benefit of using the kinect node to output Hot short short cut so i’ve got it set up as you can see it – all W&C But you can have it set up to whatever you want that way whatever. I’m looking at I can always output It directly to the surface so I can look at it and see what’s going on alright So what do we got here? We got a texture which is going to be our wood texture, and you can see here It’s just a simple wood, and then we’ve got a texture of our Well, actually this is an alpha That is gonna be chopping out this texture right here being composited together But that’s not really what we’re after but you can see here. I’ve already started to work on the idea of combining UVs so combining Ubese having different UV tags is what we’re gonna be talking about today You can see I’ve got a bunch of UV tags here, and we’re gonna talk about that in a minute So I’ve got the UV for the wood grain And I’ve got a completely u different UV for the the word grayscale gorilla now if we keep kind of going through this material You’re gonna see that. I have a material blender here so the base has got my Decal my main decal of greyscale, gorilla, and it’s got the wood grain and then on top of that if I add this back in I took out just for the Beginning of the demo here, and we look at this guy you’re gonna. See I added a cool little pal Peralta sticker This is one of my favorite stickers I used to have on my boards when I skated and I put it up here and this has even a completely different UV Channel so now we’ve got 1 2 3 UV channels happening on one shader How the heck is this working well, let’s let’s actually walk through it. I’ve got another sticker I want to add to my skateboard in this case. I’ve got the Santa Cruz Screaming hand it’s another classic sticker that I absolutely love we want to add that to our board so the first thing I like to do is come over and connect my texture to both the Surface output and the viewport and I’m gonna go ahead and look at that And let’s go ahead and find this guy and I believe I may have actually done. I already have one okay I already had one built for him, so I’m going to delete that one I’m gonna select my object and select the shader And I’m gonna go over to tag and select flat because we’re gonna create a completely new UV for our screaming hand sticker so with make sure you want to work in in the show texture mode and obviously you want to turn on the What does this mode called I? Haven’t been using this program long enough enable axis mode all right So what that means is that I’m gonna be able to freely move around my sticker Across my board now ignore the fact that it’s gonna look a little weird right here But let’s go ahead and find a placement that that we like maybe something like this Maybe we rotate it slightly up a little bit that looks pretty cool And then once we kind of find the placement that we like we’re going to go over to tags And we’re going to say generate generate UV coordinates. We’re gonna find that tag that it created in this case it’s just going to be called UVW, and let’s rename this so it’s easy to understand call this screaming and Cool enter alright. Let’s open up our shader Network again And let’s go ahead and do what we set out to do in this tutorial which is to create different UV channels? So how do I get this to show up on top of all the other UV channels that we’ve created all the other UV tags Well if you notice under the general tab of your texture your texture note here in red Ship you have this thing called a UV Channel, and it’s needing something it wants you to type something in in our case We’re not going to have anything in we’re just going to drag it So we’re gonna make sure that this texture is using this UV Channel, okay? And if you look back on the other Textures that we have and I’m just gonna go ahead and publish these out to the to the viewport Oops not that one in particular, but the woodgrain one you can see I have a main UV channel right here Which I believe is going to be this one right so it’s got the UVs Specifically laid out for the wood grain, and if you look at the ripper sticker It is also has its own. UV channel called Ripper sticker, which I think I’ve put over here and Now we’ve got this new one for the screaming hand PNG which is gonna be right there alright So everything is now you vide the way that we want and we’ve got everything in our separate UV Channel So let’s go ahead and comp this into our shader. We have a material blender going on here. We’ve got a new material that’s gonna be our sticker and The reason that I didn’t build these all into the diffuse of one material is because generally each sticker might want its own Specular it might want its own bump it might want its own completely different shader so let’s put the screaming hand into the color of this material right here and Let’s go ahead and look let’s put this material into layer color too and of our blend and let’s go ahead and look at the output of our blend and We see everything, but we don’t see the screaming hand yet, so let’s go ahead and figure out Why well we need to give it an alpha to PNG I know it’s got one in there already, so I’m gonna grab go over my search here and type in color Splitter there it is let’s grab a color splitter. We’re gonna. Just pipe this into our color splitter We’re gonna split the alpha out of this PNG and put it into the blend color Give my hands here and There it is there’s our sticker happening on top of our wood on top of the decal on top of pop Alton We can change the order on these if we wanted that sticker to like show up underneath that one The other thing to note, too This may not be on by default it is for me because I’ve been doing it for the demo if I didn’t have Sometimes you’ll have this wrap UV on and this is what you’ll get it’s a cool effect definitely an interesting effect But it’s not what we want so you want to make sure that that is turned off the other thing that you want to do Too sometimes if you’re creating it Your UV tag you may accidentally turn on tile which is going to give us this the exact same effect in the viewport Here, so I usually turn the tile off and I turn off any sort of rap UV on the texture itself And then there you have it you have yourself a decal skateboard so I hope you enjoyed this quick tip video on how I Do UV channels and UV sets to create multiple stickers on top of an object in redshift? Hopefully you got something out of it hit me with a thumbs up if you liked it subs if you loved it And I’ll see you next time

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52 thoughts on “How to add Multiple Stickers and Labels in Redshift for Cinema 4D

  1. Helpful tip! Everything you talked about also applies to Arnold, you just have to use 'UV Set' within the image node. No need for the Color Splitter, since Arnold's image node can output individual channels.

  2. What about if you are working with a parametric object and not a a polygon object? How can you still generate uvw maps ?

  3. Thank you. But a lot of us want this tutorials to start from the begining. Like from nothing 🙂 to understand what is going on. This would be easier to follow.

  4. Hey, i've got a problem with the UV tag part, i explain myself : First, I made a UV map for my character, textured it on psd. Then in C4d, in my redhsift material I have 3 texture, (skin from psd, eyes and mouths PNG) the uv tag (uv map) is on the skin UV channel, but then when i try to generate other UV coordonate for the eyes and mouth, it seems like it doesn't works, I mean the UV tag is not working, because the eye are deform or the eye and the mouth are always ovelap. (Sorry for my english, I hope you understood what my problem is!) Thanks you

  5. That is too much for me. I have been trying to achive this in the past FOUR days with no success but frustration. I can do it with C4Ds standard renderer without any problems. Why is this simple thing can not be achieved in redshift in a more straight forward manner?

    Anyway I guess it must be me though.

  6. Chad, i tried the process you described and the label appears on both sides of the board. How can i get rid of duplicating?

  7. On my model this technique projects another version of my "sticker" on the opposite side of the model as well. How do I only project on the desired side?

  8. I'm getting the exact same problem outlined here:

    anyone else?

  9. I tried following the steps from in between but then something worked and some didn't. N I had a black jpg sticker I wanted try with overall opacity with splitter but didn't work as well please make a tutorial from beginning
    Thank you…

  10. I can't get it to work.
    Every time I assign the new UV tag, it shifts the base UV texture position. Any pointers?
    Sorry! =====> later it straitens itself (about 30 seconds)
    I guess it needs time to update and then shows correctly . . . Damned lag had me banging my head on the walls for days!

  11. Yeah Starting from the beginning would be waaay more helpful. Its like pulling apart a loaf a bread and calling it a lesson in baking.

  12. Great tutorial. But I think if you started the labeling from the scratch it would have help better better. Cuz I'm a beginner and now learning in C4D with Redshift Render Engine and I I'm a bit confuse with the way you started the whole thing. It's like the job is already done and you just finished is up. I needed to know why and what node to use for ma such projects. Thanks.

  13. I have to say this is one thing I HATE with redshift. It is far more intuitive to create a separate material affecting opacity than this touchy uv tag bs they implemented. Also this tutorial is a bit hard to follow, I feel like this is something you start from the start not 3/4 through. Easy to get lost, and alot of times leave you scratching your head as to why yours worked and someones didn't when following along step by step. Reading the comments I can see I am not alone in this.

  14. Thank you for the tip Chad.

    I've found this video while I was trying to add 3 different texture(labels) to a cylindrical object. Making projection as Flat is not solve the problem. I mean I couldn't do that I think. Like Octane I hope there will be a projection node in Redshift.

    Thanks a lot for the tip again.

  15. Great tut buddy! Coming from the native physical engine, this process is quite hard to understand, but I get it. Now my question is maybe simple but : What if I have more than 6 (max layers for the material blender) labels to place..?

  16. Sucks. primitive problem is solved through the ass. Everything will be easier if the Red shift will normally add alpha channels.
    Do not say that this is impossible. Prorender and Corona Render perfectly support stacking materials.

  17. This is an awesome tutorial! Thank you for sharing it. I'm still having issues with the labels mirroring on the back even with tiling turned off, and the mirror u and mirror v boxes unchecked. Any tips are greatly appreciated!

  18. When i add new label and add uvw tag to uv channel for that layer, aspect of the uv is quad, not aspect of the bitmap. Anybody know how to solve this issue?

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