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  • Challenge - Model & Texture a Jerrycan
    A day ago



    Hi everyone. They're back!! Time to get the challenges going again. For this challenge we want you to model and texture a Jerrycan. The modelling must all be your own work but we're fine if you want to follow a tutorial on modelling (and texturing) if you want to. What we will come down hard on, is if we detect that someone has downloaded a model off the net then claim it to be there own. Where we think this may have occurred we reserve the right to request WIP scene files showing some sort of modelling sequence. You have to submit at least one WIP along the way anyway.


    We're relaxing the rules a bit on imported texture maps. You can for example use an imported grunge map or bump map that you found on the internet. Decals and stickers must be entirely your own work. See the rules below. Post work in a 2D paint program like Photoshop is permitted. Got it, we hope so. If not, ask a question.


    The Challenge finishes midnight Friday 20 March 2015 PST.


    No prizes, just the glory of having your image featured in the Cafe's gallery and a shiny badge in your profile if you are one of the top 3 winners :)

    Judges: Cafe admins.


    Note: Judging is on modelling and texturing. We're not terribly interested in originality.

    1. Deadline - Midnight Friday 20 March 2015 PST.
    2. No time limit i.e. take as long as you like.
    3. No imported models / meshes / scenes.
    4. Members can enter multiple times.
    5. The Cafe judges reserve the right to disallow any entry if in their opinion the entry contains objectionable, offensive material or blatant advertising.
    6. At least one WIP image is required as a reply to this topic just to keep things interesting. You can post more WIP images if you want. Please disable Subdivision objects (previously called HyperNurbs objects).
    7. All final entries must be made in the proper "Final entry" thread located here. You are required to attach a maximum of 3 final rendered images in 1920 x 1080 resolution or less and no more than 800kb, plus 1 only Cel / Wireframe rendered image. The Cel / Wireframe image is to be a Cel render. Please disable Subdivision objects (previously called HyperNurbs objects). We want to see your polygon construction. A viewport wireframe screen grab of the model is not acceptable.
    8. You cannot use models etc that you have previously modelled before.
    9. You can use imported bump maps, displacement maps etc and these can be textures you come across on the Internet. Sculpting is permitted provided it's done with Cinema 4D. Painting of texture maps can be done in any program that you like e.g. Photoshop or BodyPaint. Decals and stickers however must be your own work. You can create in an external program e.g. Photoshop or a vector drawing program but these decals or stickers must be all your own work. That means if you want to use a manufacturers logo you've got to make all by yourself.
    10. If you're doing sculpting we're fine if alpha images used for brushes and or stencils are imported but those alpha images must be your own work. e.g. rivets and bolts. You can use any software program you like to make the alpha images.
    11. You can do post work on your rendered images i.e. Photoshop
    12. You can use any HDR image of your choice and this can be one downloaded from the Internet
    13. You can use any CINEMA 4D compatible renderer e.g. V-Ray. You can also use any plugin within CINEMA 4D.


    Good luck.

    3DKiwi and Hsrdelic

    Views: 184  Replies: 7
    Topic Started By: 3DKiwi   Last Reply By:  3DKiwi  

  • Self-Building Roman Pillar Tutorial Series now Live
    3 days ago

    Hey Everyone,

    We've just released a new tutorial series by Cineversity 1ON1 Trainer, Darrin Frankovitz, on how to build a self-assembling Roman pillar using Cinema 4D's MoGraph tools

    Along the way you'll learn how to:

    · Model a Roman pillar that is ready for the self-assembly animation
    · Efficiently animate using MoGraph Effectors
    · Create basic materials
    · Quickly set up daytime lighting using the Physical Sky

    This tutorial series is exclusively available to premium Cineversity members.

    Check it out: Self-Building Roman Pillar

    The Cineversity Team

    Views: 179  Replies: 1
    Topic Started By: Cineversity   Last Reply By:  bobc4d  

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