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  2. If you look carefully, you'll notice that every 2 triangles makes a nice quad. Model your original tube with that number of quads. Then put it in a Poly Reduction and set your Polygon Reduction settings to 0%. I made mine with a Sweep, and noticed that it helps to add some rotation in the Sweep to get the right look. Stint Model Triangles v1.c4d
  3. 4 separate emitters within a sphere ( kept within the sphere by collision detection ) firing particles at 4 separate frames. How do I make the particles ( spheres ) bounce off each other within the sphere?
  4. Yeah, it's sort of an optical illusion, but I can imagine a real-world 3D shape for it, actually. Pretend that they are 3 pieces of paper with slightly different colors on front and back. One is blue/purple, one yellow/red, and one green/dark green. Each one is rolled over on itself and cut on the edges to produce the outer and inner profile edges. I mocked one of the pieces up for you in my file. I'm just putting a few Bend deformers on a Plane with an Alpha mask. I couldn't get the correct profile shape just with a gradient texture, though. You'll probably have to create that in Illustrator or Photoshop and sort of guess and check. Or maybe you could use the paint tools in Cinema to paint on the 3D geo for a reference, export that to a jpg, and draw over it with clean vector lines in PS or AI. The lighting is going to have to be faked, though. Each shadow is going in a different direction, so you'll have to cheat it with gradients. Or maybe you could have one light for each piece and exclude the other shapes from it. Hexagon Logo Model v1.c4d
  5. Today
  6. Hello, after .fbx export some joints seem to have strange positions and rotations. Inside c4d everything works perfect. I can't find the reasons for that tho. In one example one leg of the character is deformed in the .fbx. Do you guys know what causes this? cheers
  7. Sorry I didn't respond earlier, but if my description and @Cerbera's didn't make sense to you, I recommend watching some basic tutorials on materials in C4D.
  8. I think even the best modelers will be challenged by certain things. For instance, someone who mostly does hard-surface modeling and then has to go model a creature or a piece of clothing (or the other way around). The more things you model, the more confident you'll get that you can overcome these challenges.
  9. I am not sure that shape is 3D, or possible in the real world - I think it's just Illustrator style shading... However, we can do a very similar thing by sweeping either a square or pentagon splines along another larger, rounded hexagon, and utilising the rotation controls therein to spin it along its length. This is a perfectly valid modelling move as long we don't use caps on the sweep, and set our spline interpolation to Natural on the path spline, which will give us nice even quad patches around the model whilst still acknowledging the need for a few extra edges wherever there is rounding, and few less where not. Likewise, if you edit your profile spline and give it 3 points per side you can scale those in to get concave surfaces. You can also chamfer the corners (1 segment / straight) which will give you razor sharp edges like the reference under L3 subdivision... The difficulty there will be maintaining that profile on the outside whilst also getting a perfect circle in the center, which I am not entirely convinced can easily happen... CBR
  10. Hello, I am working on an animation and for some parts like mouth, lips etc. I used the pose morph tag to control the joints f.e. to close the eyelids. The problem I am facing now is that the exported .fbx only has the joints animated that are animated with ordinary controllers. The rest is just static (and some of them deformed). Is there a way to bake all my joints before exporting so the joints that I am controlling via posemorph/expresso are also animated? cheers David
  11. HI there! I'm wondering if someone can direct me to how to model this shape. (of course, with real geometry, not just extrude the shape) . I will appreciate any help. thanks in advance.
  12. Thanks CBR, really appreciate your patience :-) I actually created my circle from a centre point using the bevel tool.. it is much more accurate than before, not perfect, but i'm getting there.. I would like to be able to model anything up one day.. Just need to totally understand the green ngons, which i never new about :-)
  13. Is this with motion clips? You can right click on the motion clips and 'view in dope sheet' duplicate a few frames to make the clip longer. Or just duplicate the motion clip again.
  14. You don't need someone to make you a shader, this is very simple. Go find a hi-res seamless concrete texture online, load it into the bump channel of your material, and turn the level down to 5% or lower. Make your color channel the colour you want, and perhaps load the concrete texture in there too where you can overlay or add some percentage of it to the colour. You could also put a slightly darker version of your colour inside a subsurface scattering shader, which would go in your luminance channel. Combine that with a light behind the object, and you should get that very soft feel. You can also set your material type to Oren-Nayar (also colour channel) for a softer falloff. CBR
  15. he did give an explanation but would love a shader to look at exactly how he says to set this up as wasn't totally sure what he meant. thanks
  16. The best workflow for what you want to do is with Motion clips. Im surprised how my video seems to not get found on youtube, it take you through the whole lot in detail? If you open the details tab on youtube your see the chapter (Motion Clips) show you what you need to know. Just before this chapter your see mixamo basic set up. Dan
  17. Hi, I have a character in the t-poze which I imported in Mixamo and animated as walking. Of course, Mixamo generated a rig and did the animation automatically. The same character I animated as stop walking. Now I want to merge these two animations of the same character in C4D. I am using the Retarget tag as described in this video: The rigs are identical, because it was the same character animated in two separate ways (walking and stop walking). See the image below. At the start of the animation the first character comes from behind (see Start). When the first character (which is the main character so it has model and textures) meets the second character (which is just the rig with stop walking animation) they combine in a weird way and the rig of the first character walking (which is the main character) is messed up - see Finish and also see the Result of the mess). Why this happens? The rigs are identical and I followed the exact steps in that video. I looked in the rig hierarchy for both and they look the same there (no change after messing up). Thanks.
  18. I'm working in linear workflow with input color profile srgb checked. The rendered multipass looked all right on Photoshop and so, I proceeded and did the adjustments there until I exported it to jpg, I got color banding. I tried to save it as png yet I got a very dark image. I went back to the psd file to check its color profile and I found out that it's in linear space not srgb. When I changed it to srgb profile (on photoshop), the image became very underexposed so I had to pull up the exposure to get the desired output. I'm still confused with how color management works. Your help in this regard will be highly appreciated. Thanks!
  19. Man, that paint looks good, will definitely try it. Thanks a lot.
  20. Lots of ways to go about that, but I think this is probably the fastest... 1. Top view, poly pen in Quad Strip Mode, and draw yourself a network of polygons, like so... 2. Extrude that (with caps), and delete the end caps to get your tunnel ends... 3. Smooth Subdivide that to Level 4 or 5, then use a displacer deformer (make it a child of the object), driven by Luka noise to make it look rocky... It might look like a giant pretzel from the outside, but from inside we're approaching something cave-like... Don't forget to select all polys and Reverse your Normals at this point... You can add further displacements (in a group with the SDS Object) at smaller scales, and use that additional SDS to increase polycount much higher. Here I'm at a combined Subdivision to Level 7, and I've got Luka at 600% driving the bigger detail, and Electric Noise, 50%, stretched 500% on V for finer detail.... Lastly, you can handle smaller detail still with normal or bump maps in the material... talking of which, if you are using photo-based textures you want a nice Triplanar mapping setup to texture this properly, but you can do it equally well with just layered procedural noises... Lastly I should mention some techniques for making it look 'big'. These might include... Building in small holes to the tunnel roof to let beams of sunlight in, and using a plane in an Atom Array in front of your sunlight to further break it into godrays.. Adding some Physical Sky, not for its weather, but for its atmospherics haze... Using small area lights, with small illumination falloffs Park the camera very low, and use wide angles Hope that helps... CBR
  21. I can get that result perfectly with the Poly Reduction Generator, but not, for some reason, with the deformer version. Your guys is using R20, so it's not that... confusing... CBR
  22. What if you center the mesh object's axis, make note of the world coordinates, undo, create a null and move it to the noted coordinates, then placed the mesh into the null? The mesh maintains its original axis so instances are not affected and you effectively have an axis at its center as well. Alternatively, if you're importing instances of an object which are supposed to be N units away on a specific axis, then could you simply place the original mesh object into a cloner to space them out correctly without having to import the instances? I may not be completely understanding what you need. Some visual aids might help.
  23. What’s the best way to make a system of cave tunnels - with off shoots on the side if the tunnel.
  24. Yesterday
  25. Yes, I could do that, but still, I don't see a way to get such perfect looking triangles as he did. I also wanted to replicate exactly how he did it.
  26. What if you model it straight and get the geo where you want it and then use a spline wrap to get the bends....?
  27. I can't figure out how the guy in this tutorial created such perfect looking triangle polygons. He doesn't mention how to do it. My setup looks the same as is but can't seem to get it right.
  28. Nate has already given you the information you are looking for hasn't he ? CBR
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