Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 09/29/2020 in all areas

  1. If you can wait til tomorrow night I can show you step by step, or someone else is bound to beat me to it, but in the meantime the tips you need are... Use SDS poly modelling exclusively. Start with disc primitives for the top surface and torus primitive (slice to 180 degrees / delete caps) for the band Retopo the disc geo to eliminate triangles and prepare it for joining with band section Combine models, add thickness to disc, and extend loops to meet band section Stitch n sew together SDS Tweak CBR
    3 points
  2. ...or start with tube, small extrude, few points position correction and here is rough result... Don´t have this kind of ring, so if you need more adjustments, simply add loops for sharper edges, adjust inner loop of polygons (move up,scale) for finger etc... ring.zip
    2 points
  3. My machine isn't even all that good, I'm just a student who has a passion for CG (at least for now), I can only dream of a good spec system. Just make sure you get an nvidia card since Arnold requires CUDA My system CPU: i3 GPU: Intel hd 4000 RAM: 4gb I know these aren't even fit for CG, and yeah I can manage to wait for renders with this thing. "2:47:41 for one frame at 720" I'm actually surprised at this since this 4K image rendered roughly at the same speed with this machine! IPR also cleans up rather quickly
    2 points
  4. All, With all due apologies to the Daniel Sterckx (Dast in the Forums) and the moderators, I thought I would put in a plug for PolyDup from Tools & Pixels. A very handy plugin for mesh creation and my personal favorite: greebling. I had no idea it was released back in July as the only notification on the Cafe was this post from Daniel at the end of a 4 page thread. What is especially sad is that Daniel is closing the site for various reasons. IMHO, this is a loss to the C4D community. On the plus side he is having a 50% off sale on all of his product
    1 point
  5. 'Connect objects and delete'... (after selecting both and right clicking in Object Manager) CBR
    1 point
  6. With symetry object you could edit on both sides (if you have blueprints for both sides), just enable autoflip function. Sure, at the some time you need to convert symetry to polygons, but base symetrical shapes which are exactly the same is faster to create with symetry. Or you could work on single side only and then mirror it to other side. It´s up to you which workflow you want to use/is better for you...
    1 point
  7. Yes very much that sort of thing CBR
    1 point
  8. IGOR, I had a hunch - that I shared with you a year ago via PM- that things might turn. Very sorry to hear that it has. Best wishes w/ you and U-Render! DAST...I was grateful for your Seamilar product. As one who also decided to stop upgrading w/R20... I feel a kindred spirit. Best wishes w/whatever you decide relative to your 3d future and coding.
    1 point
  9. Sure will do. Thanks for all your time and effort, Igor. One last thing, could you please remove the "Developer" tag from my profile. I had a look in my account, but it seems something a user can not set or unset. Must be an admin thing. Thanks in advance.
    1 point
  10. I kinda do remember that, but not where to find it alas ! CBR
    1 point
  11. In the last of us game, the recent one they adopted the eyes half closed method for the same reason I started doing it. WIth basic texturing it don't show so much but when you have extreme stretching of the eye lids you may seem some distortion in the texture. Here is worth a read. https://polycount.com/discussion/133437/lets-talk-about-eyelids 4:09 he talks about the eyes and mouth, Dan
    1 point
  12. Hi It all works with the method shown below. I think you had moved the head in component mode. Follow steps and it will work fine.
    1 point
  13. Hi If Intend to have high quality textures for the eyelids I Model with eyes half closed, this also helps with weighting, Uving and is something I have been doing more of often these days. I do the same for the mouth, slightly open, it helps for texturing and Uv mapping for more realistic texturing. I dont do stylized but when I do, I adopt the same method. No smiles or expressions added, thats for pose morphs later on. Dan
    1 point
  14. For the glow I recommend to put that in after effects or something, the bulb itself doesn't look too good when it has some visible roughness, by that I mean when it's turned off Take advantage of the custom AOVs that arnold offers, just learn the simple expressions, it's one of the reasons it's my fav engine
    1 point
  15. Hi I can scale them just fine, make sure your in Animation mode. Quoted by @Everfresh the maker of this rig. "if you want to use your own eyes, just find the eyeball meshes by filtering for the word eyeball, hide those and put your own eyes as a child of those joints the eyeball meshes are in... the pupil and iris scale function won't work then anymore, so you'd have to rig that up manually for your own eyes if you need it..."
    1 point
  16. It's a very different world now with the accessibility and affordability to high-end 3D tools. I think it was Jops (or you, or both of you) posted here that mentioned about capturing people when they're first trying out 3D software. Years ago the cracked software route was the entry point. Now with the likes of Blender, DaVinci Resolve, Krita give a completely free end-to-end workflow it must be putting some pressure on major companies. Even Nuke is offering an Indie license although I heard it's pretty restrictive. Right now it's a good time to be a hobbyist in the 3D
    1 point
  17. I've actually found out that I needed an 'Object Index' and a 'Link List' to populate the cloner's object mode reference, as well as other instances. So that's working now!! Now I am stuck at finding out how to match a string to an object name to populate the instance that the cloner is cloning. But that's probably a whole other subject
    1 point
  18. Basically, what Cerbera said, only in moving pictures. Had to speed the video up and reduce the quality to meet the upload size. The video shows one way of creating a polygon version of the shape, and then use that polygon version to make a spline version as well. Not a tutorial, just a visual aid that may be helpful for you to understand the basic principle of creating something like this. Cheers, contrafibbularities help_001.mp4
    1 point
×
×
  • Create New...