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  1. 7 points
    Yeah excellent interview and I would like to think that the Cafe has played some small part in helping MAXON get to where it is today. When we started our free video tutorials online in 2004 there was virtually no one else doing free online video tutorials. (YouTube didn't start until 2005). Nigel / 3DKiwi
  2. 7 points
    Small quick tip, but very amazing experience... Simply must love it :)
  3. 6 points
    Combined my Samurai project with my Honda NR 750 project...I was also watching Ready Player One when I made this. I really wanted to do the entire city background in C4D but my aging computer wasn't up to the task (I had to cut down my Subdivisions to get it to go, computer kept running out of memory!)...I was lucky to get the motorcycle and rider even rendered. The only things I didn't model myself in this scene are the background photos and his sword. Everything else I modeled from scratch. You can see the post process work in the gif. Let me know what you think!
  4. 6 points
    I can see why you'd try and make this with an Oil Tank Primitive, but that's not really giving you helpful topology for that center detail. Arguably that is the most prominent part of the model, so the experienced modeller would base their mesh on this detail primarily and proceed roughly as follows... 1. Get a (-Z) Disc primitive with an inner radius with 16 segments then make this editable. 2. Poly mode, select the lower half, disconnect and move down. Bridge the 2 sections, like below... 3. Using various polygon tools like poly pen, close poly hole, Line cut, extrude and bridge, fill in and expand the arched section until you have a section 6 polys wide initially. Take some time to even out the vertical loops at the top and bottom, and add 2 extra horizontal loops inside the arch ends to better define them under Subdivision later (as shown below). 4. Expand that out further until you have 32 polys in total with the arch at the center. The more evenly distributed the edges are, the better this will look when circular. Note mine are exactly equdistant, which I did with move quantize as I ctrl-dragged out my edges. 5. In order to get those holes at the bottom we need more subdivision than this, so put your mesh under an SDS object, set its mode to OpenSubDiv (catmull-clark), change the boundary interpolation to Edge and Corner, and the Level to just 1 in both boxes. Then make this editable (C). 6. Now add the edges you need to make the small holes, so add 3 horizontal cuts with Loop Cut, then inner extrude each of the 4-square sections that will create, points-to-circle script (or scale the corners in to get circles), then ctrl-scale in to get the inner control loop, like this... Delete the center polys if you want holes there (like I did), or leave them if they are just indents. 7. Now get a XZ circle spline and adjust its radius to the width of the dispenser (roughly 8 polys wide) 8. Select the mesh, hold shift and add a Spline Wrap Deformer. Drag the spline into the Spline field of that, which should give you this. 9. If the arch bit is not facing the front just rotate the spline in 90 degree increments until it is. If it is upside down, reverse direction in the spline properties. 10. Holding Alt, put the mesh under a connect object which will weld the ends together. 11. Take a copy of the connect, hide the original, then C to make the new one editable. Optimize to make sure there are no stray points. 12. At this point you can select all polys and extrude negatively (with caps this time) to get some thickness for the lower holes. 13 Now you have perfect topology to make the chrome section, so select the inner polygons there, extrude them in (3 subdivs), and out again (same settings, but a little further) to get the center protrusion. 14. At this point you can expand the poly selection a couple of times (U,Y) and then do Set Selection to create a tag you can use to put a different material on this part later. 15. Using Ctrl-Move and Ctrl Scale, make the top section, terminating it in a quad cap (no triangles). 16. Last detail is the top seam, so K,L to insert a loop, bevel that with 3 subdivisions, then extrude in the centreline of polys (no caps) to get that. 17. Put all that under L2 SDS (regular catmull Clark this time), and you're good to go... There are other ways of course, but this is one of the best for producing perfect cylindrical details with no distortion round the holes, which would be something you'd work hard to avoid any other way. Hope that helps... CBR
  5. 5 points
    While working on a plugin I got the idea of making this small utility: Wheel Of Tools. It allows the user to set up a list of most used tools, which are presented as a circular palette to select from. Available directly within the viewport. Current state of the plugin is only a concept, and I am mostly focusing on the actual tool selection. The part where user does set up the tools still needs to be worked out. For those familiar with PolyGnome, you probably already understand where I will be heading to ... Wheel Of Tools, once fully implemented, will be the base for a new way of interacting for the main part of the PolyGnome plugin.
  6. 5 points
    I am pretty sure that most of people will have less and less to ask for ;) Let's first wait for R20 and for him to settle in. Taking over whole company is surely extremely challenging by itself, so it will take David some time to join the talks here but he expressed the wish to do so and is not a stranger to forums. I am also highly confident that Cafe members will appreciate a "direct line" to CEO because this is quite rare practice for high ranking officials (in any company) and that we will stay polite and respectful as always. Good times ahead!
  7. 4 points
    I think if r20 for the most part got some serious core speed ups, then its something that everyone will benefit from. Im with you on the priorities and lagging animation. Because C4D is a work horse, and is so diverse in its application its without doubt that not everyone will get what they want from a single update. The more a user invests into plugins, then less likely MAXON can deliver on features that will exceed, or even meet a dedicated plugin or application. Im one of these users that stands to pay the highest price to keep C4D going, while gaining the least as Im into character work, and have a set of plugins or apps thats replaced the render engine, Uv editing and sculpting. Being iv seen nothing that matches Vray, or Arnold outside the realms of hard surface objects, or speed I cant see Pro Render ever being used by me as of yet iv seen nothing that impresses me from it from other applications that use it. View port enhancements Im all for that, id like to see much better hair visualisation in the view port for instance. This could well be my last year of updates so it would be good to finish on a high, thats if I can even afford this year. Dan
  8. 4 points
    If it's the big one that we hope and expect it to be I may just buy the Prime version. I could then use both Modo and C4D. Ironically at the moment I'm doing a Blender hard surface and robot modelling course and learning Blender although I may use Modo instead for the Robot part of the course. I'm using Bforartists rather than the regular Blender.
  9. 4 points
    Hallo, This is my personal project made for rigging and animation training-exploring CMotion.Any opinion appreciated.
  10. 4 points
    btw David (new CEO) just told me that he is more than willing to participate on Cafe, however given that he has to settle into his new position that will probably happen with some delay :) I would also like to remind members that a lot off MAXON staff are members on Cafe, but they tend to keep low profile due to current company policy.
  11. 4 points
    I also think that this announcement pretty much confirms R20 is the big one i.e. the new core that we've been waiting for, for a very long time. The 3 bosses will then be leaving on a high and at the end of an era and the start of another with the new Cinema 4D.
  12. 4 points
    Hi Everyone! So I'm back at. After my first short film Two Worlds and taking a much needed break, I'm currently finishing up my second film and hope to have it complete next month. I'm currently working with the composer to finalize music, work on a few comps and tidy up some FX stuff. I've had the teaser up for some time, but haven't really spread the word. I'll be hitting up the marketing over these next couple weeks. Anywho, this one's a bit more tongue in cheek humor with a good splash of fun! Cheers, Andy http://www.fatchancefilm.com
  13. 4 points
    If you're interested to hear me blab and blab on about my work (of course, you are!!) - I just collaborated with the Render Legion guys (maker of Corona) on a blog post about 3D in the Design Process for Live Concerts and Television Events. It's my favorite engine and they have been so great about letting us use it commercially for free while in development - I know I sound like a salesman, I'm not - just an enthusiastic user. The article is Cinema4d friendly as well! https://corona-renderer.com/blog/evan-alexander-3d-in-the-design-process-for-live-concerts-and-television-events/ e.
  14. 3 points
    People have already years invested in Cinema 4D. I don't see myself learning another program just to animate and rig characters. Its takes time and money to learn another program unless that the only area that someone wants to focus on. It would be great if MAXON and improve the features which are neglected for some time now. But I'm also into characters and I love cinema's ease of use to rig characters. I would love to see them make the character toolset better.
  15. 3 points
    It's Wimbledon in the UK at the moment, and I saw an interesting robot tennis ball collector on TV - so I had a stab at making one. Here's the 1st working version - here's an old video of mine, where some bots play actual dynamic tennis
  16. 3 points
    My 8th hope is that you weren't reading my long winded posts on your cell phone while driving!!!!
  17. 3 points
    Part of the trailer for my upcoming graphic novel "The true story of Robin Hood". R18, physical render.
  18. 3 points
    I'm an optimistic person, so I'm looking forward to R20 and what comes next. My only concern is the Adobe business model, which I don't like. I still have a perpetual license on my CS6 suite and I like that. When MAXON change to an only subscription model, I'm out. I also expect further advancement in the motion graphics area, as this is a topic, where Adobe is strong and where they already cooperated with MAXON. This is not my target though and I hope the new kernel brings also improvements in areas we waited so long, e.g UV editing. Clothilde and dynamic hair could also be improved. The improvement of administration of content is also something that should be addressed. LIBS are not the final solution for 3rd party content. I assume that we will see soon, what R20 brings and the new CEO will probably make a statement this year about the future of Cinema 4D. Very curious!
  19. 3 points
    Bit more done on this. Throttle, grips, dash...gotta finish up the rear wheel drive assembly and then I think it should be done.
  20. 3 points
    If you are a modelling purist it is never acceptable, and technically all ngons in final models are modelling mistakes*. Of course clients couldn't care less on the whole, so if it's all about the time, and there are no artefacts in render it is difficult to object, though I still would :) What few people seem to realise is that if you train yourself with a solid grasp of poly modelling and practice for years, then you are often able to model stuff properly in the same time as it takes everyone else to bodge it together any old how. And then the argument for tolerating them rather falls apart... Models without ngons are always better than those that have them because the files are more flexible because they will subdivide predictably in every program the mesh could be loaded into, and you leave that to random chance if you allow the sub-d algorithm to solve them for you - they all do it differently. It's true, booleans don't always break the mesh, and sometimes they definitely are the quickest way of doing stuff. But if you can clear up after them, why wouldn't you ? If you did, you'd be able to use a booled mesh with subdivision and in a whole load of cases where the ngon version would fall apart. But if you don't need SDS or any of the other things that would affect it then there's the argument for leaving it just as it is... Of course ngons while you work are another thing altogether, and can be very helpful while you plan your topology - you just won't catch me leaving them there. I sell my services as a modeller - you can imagine how unprofessional of me it would be to be handing out meshes that contained mistakes, that's all I'll say ;) I am aware that people like me and @VECTOR are the exception rather than the rule, but that doesn't make us less correct ;) CBR *Ok, perhaps twice in a lifetime you might come across a modeller SO good and so uber-aware of how his software translates ngons into quads and tris that he is able to plan and use ngons to achieve specific surface qualities that would be impossible, or significantly detrimental to achieve any other way. In THAT case, ngons are fine :)
  21. 3 points
    Hey Cafe Having enjoyed modelling the last synth so much, I thought I'd do a bigger one for my own amusement. The Sh-09 was an analogue micro Monosynth released in 1980. By 10 years later the digital age had arrived, screaming synth leads got displaced by twinkly dreamy electric pianos, and everything went FM and later PWM synthesis. In 1990 Roland were answering the call for a return to the searing analogue leads and basslines, so released this, the JD-800, a veritable juggernaut of a synthstation, utilising hybrid synthesis so we had the best of both worlds - all the analogue goodness, but combined with digital clarity, and DSP. 24 note polyphony and 16 part multitimbrality made this a powerful pads machine with unprecedented levels of practical slider control over virtually every parameter. To put you in the mood, here's the top patches from that... Rendering-wise, there's been some challenges to this one - getting the anisotropy right took a while, and I had to make all the panel graphics, which took rather longer :) But whereas my little monosynth had been sitting in a studio gathering dust, or getting bashed about on the road, this one is new out of the box and on display in a synth museum... Physical, Adaptive, Automatic, 5%, 3, 3.5, 3, AO. No GI. 21 mins (wide shot), 32 mins (close shot). SDS throughout, 100% quads CBR
  22. 3 points
    No....not nerds. Given that that they are both 3D artists and musicians is pretty interesting. Both require a mathematics (music is very mathematical), a sense for order, etc. Those are left brain characteristics. To create what they do obviously comes from the right side of the brain. They are not nerds but whole brain thinkers. A real nerd reaction is the one I had: I looked at the mesh, saw the logic of it, and then honestly thought it reminded me of an empty Excel spreadsheet! Now that is nerdy. But I will agree it is another beautiful model. Dave
  23. 2 points
    Hello people, share with you this new personal work. Zbrush, Cinema 4D Vray Ant more details https://www.artstation.com/artwork/rqrP6
  24. 2 points
    Hi I made a lot of car rigging, you can download him https://vimeo.com/kangddan
  25. 2 points
    You can't control a deformer with another one. But you can just select the deformers in the object manager, then adjust all their properties at once in the regular attributes. Or make a selection set of the relevant deformers, which will select them all with a double-click. Or, you could use simple Xpresso to give you the controls of all of them at once if you need to change them alot. If so, just drag all the deformers into an Xpresso Window, and enable the ports for the parameters you want to change, then connect the first one to all the others, so they change with it. You don't even need a range mapper. There might be more efficient setups for that of course, but this is probably the simplest / easiest. CBR
  26. 2 points
    There are many programs that deal with character focused work and your right as I well also know Maya is the app of choice, but there are many reasons that is the case and its not just because its better, but because the industry has adopted its workflow, invested allot of money into scripting, and training. The grass is never greener on every patch of the turf for other software equivalents but there is a devide as why someone goes between either C4D or Maya. So back to the initial point that there are many programs out there that is dedicated to character work. There is a defining point between high end tools for professional results, and serious hobbyist, to generalised hobbyist that dont have these high end expectations and are happy to play. They are all valid in their own right but the cross over point is between the serious Hobbyist, freelance Professional, and full time professional whom works within a studio. I know many whom fit within both the serious Hobbyist and part time professional freelancer where 3D is not their sole source of income yet both for their own personal serious Hobby in making higher end industry quality art, and the odd freelance work requires the same quality outcome yet this cant be done with just any tool. The time and money it takes to get very proficient in a app is significant, the on going cost to keep a subscription alive only when you can afford it, or have some work pushes out the serious hobbyist, nobody can keep the cost of Maya for personal work, and that is where C4D fits in. C4D has a artist friendly ease of use that you do not get in Maya according to many I know whom use it, Maya is very complex, very expensive to keep up the maintenance costs in which you need to be earning from it regularly to keep its costs going. Peoples circumstances change such as income, bills, health, age and if one had in the past times initially invested outright in a perpetual licence when their circumstances where much better then they still have that perpetual licence for life giving them the same tool they know well, still being able to produce great art work, and get the odd job. While Maya may be the app of choice for character work, its not a ideal choice for many because of the above reasons. Dan
  27. 2 points
    I agree with you, Dan. I have already paid my MSA renewal for C4D studio, so I will have R20; but this will be my last upgrade to this program. The real cost of all the addins, coupled with the MSA price increase, makes this hard to support - without doing this full time in a paid position. I came to the same conclusion about Avid Media Composer, where the real cost was spread out among lots of other programs that were needed to make up for the deficiencies in the base program itself. I expect I will keep either C4D R20 or an older version of Modo for quick modeling. I've been moving toward Houdini for my purposes, and the real cost of maintaining a license and the need for fewer addins make this more realistic for my needs (plus I find it more "fun"). For the fun of it, I replicated Jay's method for a soap dish dispenser in Houdini, and it was pretty easy.
  28. 2 points
    Progress is slow weather is just too nice right now
  29. 2 points
    Thank you. That is what I am going for and it takes a while to really understand exactly what helps do that in a somewhat believable way particularly in a sci-fi environment that never really existed anyway. Here's an update And here is a background detail to help sell the scale. Never meant to be a center piece of the model, but just something in the background that help sells the scale a bit better than tiny port hole lights. Dave
  30. 2 points
    here is a script version for anyone curious :) import c4d def main(): selected = doc.GetActiveObjects(0) # gets the current active objects parent = selected[0].GetUp() # gets the parent of the first object in the selection if parent: #if the object has a parent for obj in selected: obj.DelBit(c4d.BIT_ACTIVE) # the script deselects the active objects parent.SetBit(c4d.BIT_ACTIVE) # and selects the parent c4d.EventAdd() if __name__=='__main__': main()
  31. 2 points
    While I mentioned I would skip further development for toggle and sticky keys, I just could not let go. I will leave out the technical details, but it was a nightmare to figure out and implement a workaround to the confirmed bug in Cinema's SDK. A real nightmare ... but that's history. The latest (hopefully final) beta does contain support for toggle AND sticky key shortcuts. There is also a MacOS version included. Both platforms support R16 and above ... at least until R19. I left out a few things that were on the todo list. The radius of the dials is automatically calculated from the number of defied tools, and from the specified icon size. No custom radius available, nor custom spacing. This beta contains quite a few bug fixes (probably still some remain ... deeply hidden). But, since the toggle and sticky features are "masterpieced hacks" they may have introduced nasty bugs or side effects. Not that I know of, or have experienced while testing out the plugin, but one never really knows for sure. Third party plugin support is added as well, meaning you can define plugins, tools, commands, ... Anything with a unique ID. Unfortunately, the "History Dial" can only detect actual tools (move, rotate, scale, ...) same as the native Cinema 4D history. While my implementation doesn't use the SDK (since the functionality isn't made available through the SDK) I guess it does rely on the same techniques used by MAXON, and thus has the same limitation. Just a guess of course. Currently no documentation is provided, but is one really needed? Just a note for those testing out the plugin. The "dials" consists of 2 black circles, populated with icons of the defined tools. As soon as the sticky key feature gets activated, by keeping the shortcut key(s) pressed down, the outer dial circle gets removed. This to visualize the difference between "toggle mode" and "sticky mode". When in sticky mode, the tool currently under the cursor will get selected as soon as you release the shortcut key(s). Finally, I decided to rename the whole plugin, as it actually contains 2 sub-plugins. As such, "Wheel of Tools" and "History dial" are now known as "Dials". Dials beta 4.zip
  32. 2 points
    A really lovely blog post from the founders here, which also seems to confirm further that R20 is something special. https://www.MAXON.net/en/news/MAXON-blog/article/thanks/ And on reflection it feels like McGavran may very well be a great choice as CEO. He’s an industry veteran with 20 years experience in motion graphics, who is widely trusted and connected to the broadcast industry internationally, and he can now go and sell the merits of C4D to those two decades of industry friends and connections. There are probably a ton of production houses that will have an open door and be happy to talk with him.
  33. 2 points
    this is simply a good thing :) After so many years, which is practically a persons lifetime, current people in charge simply understood that there is time for them to step down. New CEO is very capable individual with long experience in industry. As far as the Adobe software comment goes, I am simply not qualified enough to judge it so I will refrain from commenting. One thing that is sure is that MAXON is smaller company which can certainly move faster than Adobe in it's realm. Btw to all folks that dropped me pm: Adobe did NOT buy MAXON. New ceo left Adobe. Also, Nemetschek was always largest stakeholdwer in MAXON Good times ahead, brace yourself for R20 ;)
  34. 2 points
    I would say it's a good thing. Hopefully we'll see a more open MAXON rather than a company that keeps their cards close to their chest.
  35. 2 points
    Judging by the Adobe software, it's is a bad sign. IMHO
  36. 2 points
    Hey Cafe I've been continuing my recent synth modelling odyssey... Having just modelled Roland's 1991 hybrid synth release, the JD-800, thought I'd have a go at its hyper-modern equivalent. It's direct successor is the rather space-age JD-XA, which packs a fairly solid sonic punch for your 1.5K... I was mainly in this for the modelling, and am pretty much happy with that bit, being as it is 100% quads, and reasonably sensible edge flows. Texturing has gone less well, and I really struggled trying to get nice underlit clear / frosty plastic in the sliders and illuminated rotaries, and still don't think I've come close to nailing that. Other bits, like the anisotropic materials, reflective components and some really quite subtle wear and tear went rather better. Here's a wire... And here's the controls that were instanced throughout the model... note the luminant bits of the slider assembly were hidden from render, but visible to the refraction on the plastic loop above it. It didn't really work, all being told :) Next up from me - either the classic TB-303, or some ancient towering modular monstrosity, probably by Schmidt Synth Co. If it's the latter, that'll be the challenge I have been working up to ;) CBR
  37. 2 points
    Ah OK. Indeed - sounds like a bug to me. Please do report it via the MAXON website so that we get it fixed ASAP... In the meantime, I guess the obvious workaround is to cut / paste the sculpt to a new file while you are rendering. CBR
  38. 2 points
    So been floating the idea around to put this up for free for sometime, finally thought screw it , so here it is the "VE" or Vector Edition of the Tie interceptor, basic form is true to the original with some of my own details chucked in, redesigned centre wing cannons, wing tip blasters, greebles, completely redesigned rear wing panels ( these were painful ) , body details, rear thrusters, etc the ship is also considerably wider than the original, giving it more of an aggressive look I tried to clean up the geo, and reduce the poly count as much as possible, while keeping everything smooth looking, Sub D is off by default, as the ship is 11 million polys plus subdivided! having it set to 2 will give the best smoothing quality, all the geo is grouped together in corresponding nulled hierarchy, i didn't even attempt to name each individual part, but i did combine some of the more detailed areas to make it less hectic , i feel like i probably could have done a few bits better if i were to do it again, especially the edges on the bobbley wing panels , i did these last, so they're a bit rough, but by this time i'd pretty much lost the will to live and they're hidden so i didn't care :D nothing special really just a lot of sub d modelled bits chucked together! The model is for personal use only, so i'd appreciate it, if it didn't end up on turbosquid, unless you wanna send me the money ;) model comes untextured, can't be too generous right? there's some 6k images below so you can see what you're getting before you download it ( just need to click them a few times to view them full size) anyways, links below, V Download link: https://www.dropbox.com/s/0geu0e4mioodfu3/Interceptor Vector Edition.c4d?dl=0
  39. 2 points
    It is more complicated sadly. Transparency masks are all about value (not hue, nor saturation). Colors in your gradient have the same value, only saturation is different. Look what happens when I get rid of saturation. This is 100% opacity for the whole shader.
  40. 2 points
    That's not the interlinking kind of mesh so this is relatively easy. You need to make this in 3 sections, the top, the bottom and the mesh. Start your mesh with a suitably subdivided (and rounded) cube with its top and bottom faces removed. You will need to experiment with various segmentations to see what gives the right shaped diamonds, but in short, elongated quads give elongated diamonds, and that is what you need here. Then, you need to use the maximum-bevel method to transform your slightly elongated quad polys into diamond-form edge flow. Do this by selecting all points, calling the bevel tool, ticking 'limit', and then bevelling to the maximum amount, after which you must optimize. When that's done you can inner extrude all polys (groups off) then delete to get the diamond mesh. Select all polys again and extrude to get thickness. Here's the main stages of that... CBR
  41. 2 points
    I think you have a good start here. I might look at some rim light coming from the rear left to define the sculpted edge of your profile more. Contrast under the chin might be too much - makes the head float a bit too much. And finally - the glossiness seems even all over the skin - so maybe break that up with some noise or a specular map. e.
  42. 2 points
    Spend quite some time to turn the concept plugin into a usable one. It's always the little things that take the most time to do, so getting a release-ready plugin required many things to be polished-up from the concept version. With that out of the way, I sat down and started designing the configuration part of the plugin. I envisioned a full graphical, drag-n-drop user interface ... but as this would require some time to implement, I went instead for a very low level and less time consuming solution. While not being a fancy nor state of the art configuration window, the user can now specify the tools to be made selectable. I hope the configuration window is self explanatory, but if needed I will provide for a short tutorial video, showing how to set things up. (in the meantime I did a short video ...) Tested on R16 and R19 only, but I expect no issues with R17 nor R18. While in theory every available (native) tool in Cinema 4D could be inserted in the Wheel of Tools, I have only tested some selection and modeling tools. I might expand the functionality of this plugin in a later version (provide "double" wheels, extra "layers", options, presets, ...) for now I will leave it as is, and see what the general response will be. And may even rename the plugin into "Toolbelt". Earlier today, I had posted this message, and had provided a first beta. While making the demonstration video above I realized the plugin had a major fault. As such, I removed the download as well as the whole post. It didn't make much sense to report anything without the actual (beta) plugin being available. So, I took the time to fix some things, re-record a demonstration video, and upload the whole thing all over ... as beta 2: (anyone having downloaded previous beta, do yourself a favour and throw it away ... download this one instead) A "first" beta version (windows only for now): <obsolete file removed> Just press the "ESC" key.
  43. 2 points
    This is a lazy man solution, far from perfect, works ok from a distance, just move the BEND deformer on the green (Z) handle. If you want to create something that follows the tip, it requires some xpresso involving the radius of the actual bend. FakeDirtyChain2.c4d
  44. 2 points
    "the sheer joy of the solve" I could not have said it any better. I don't model for speed or profit, but rather for fun as a hobbyist. I can understand how professionals need to balance/manage their time effectively and may need to resort to something ugly like Booleans that get the job done. But, true professionals with an eye towards creating a model that will serve its client in the best possible way over time and in any pipeline will strive for quads. Quads loop better, texture better, less prone to phong breaks if only because they quickly call out non-planar surfaces and sub-divide better. They are just more robust and if I was paying good money for a model, I would be a little disappointed to see it filled with ngons. If I have to use Booleans, I only do it to get a rough shape then delete the ngons and replace them with quads...and do so for the "sheer zen-like experience" where time melts away. Am I 100% polygon free in all cases? Unfortunately no as a few triangles will creep in from time to time especially with curved surfaces. Even the sphere and cylinder primitives have triangles...but it is a goal. Cerbera, Any way of getting a large screen shot of that mesh....or at least what it looks like before sub-division? There is a wealth of leaning to be had in that image. Dave
  45. 2 points
    It's here, but no, didn't get asked as far as I remember. CBR
  46. 2 points
    yeah, my guess would be that there is a slight morph involved to alter the shapes a little as they twist. i wouldn't know any solution though on how to do it without masking stuff in post. as for the slight bulging effect on the seams that could also be done in post. the texturing part puzzles me a bit, looks pretty accurate. those things are very hard to figure out without actually trying it.
  47. 2 points
    There you go. Come on Bob, you know this :) Problem here was that you did inner extrudes to get the border, rather than the box corners you need to keep things sharp under SDS. Here's what it needs to look like for this result... note the center edges I added too, close at the pointy and, and fanned out to match the curve at the other... but you could also done that point without adding these edge loops by just sliding the points either side of it in toward the point. Here's the scene... AT-PT_mesh cbr.c4d CBR
  48. 2 points
    If you couldn't use instance object for whatever reason (for example circles are different size) : Create Master Circle and by XPresso pass only those parameters that you want. Use LinkList node and drop your objects there. Iteration node to go through all elements and set proper amount of iterations Adding HUD elements as mentioned above.
  49. 2 points
    The best and simplest way would be SDS poly modelling, starting with a cube to which you add enough vertical segments that you can move them into the curve. But also possible with splines in a sweep. Ideally you need a left view so you can see what the curve is, but totally possible to wing it by eye... This is incredibly simple stuff - suggest you watch any of the basic modelling tutorials... CBR
  50. 2 points
    Kiwi is right. You need to establish your curvature in topology. 8 segments is nothing like enough for this. I'd start with 64 myself, like this... When the topology is this dense there is no need for any transverse control loops to tighten the protruding section because we have given SDS 8 times less work to do and established our curvature immutably in base geometry. Also you should avoid any triangles in any mesh that is used with Subdivision surfaces. Note my quad patch in the middle, which solves the problem of triangles and complex poles at the centre... CBR