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Showing content with the highest reputation since 09/29/2020 in Posts

  1. I have a method for dynamic cars where the car follows a target. You can stop/start the target, and the wheels steer etc. car stop.c4d for more detailed cars, you can have a same size primitive dynamic car with the hi poly stuff as children. Works well off-road
    5 points
  2. 4 points
  3. Through recent developments in my professional life I am more or less forced to use 3DS Max. Last time I've had a look at it was about 10 years ago while I was trying out different 3D packages. I've been learning 3DS Max for about five days now and at this point I know why I stuck with C4D. I'm trying to be as open minded as possible, but right now I am really struggling to see how Max is in any way acceptable in 2020. The more I use it the more I dislike it. It feels like using an egg whisk to mix up some cement; certainly possible but a pain in the butt and when you're done you're question
    4 points
  4. Here is almost the final result of my labours making this vending machine animation, something that represents about a year's work in really trying to get to grips with modelling, unwrapping, texturing and rendering. Thanks to everyone who helped me, including the usual suspects @DasFrodo, @Cerbera, @Igor, The Artist Formally Known As @C4DS and @bezo. Dotty_Main_1_lowish.mp4
    4 points
  5. Fun little project, this might end up being a free character i post up for download
    4 points
  6. C4D's UI is very addictive. You do get hooked on it because it is so well logically thought out. It just flows --- best way I can describe it. There is a lot we take for granted with how the UI is designed until you try to use another program. Honestly, my first experience with modo was "why did they make the OM this way? What is the point of all objects being under one "mesh"? Why not just do it like C4D?". Or viewports in Vue. I have to move the damn camera to change the viewport? Are they insane? When I shop for a new program, I always download a demo and see how far
    4 points
  7. LOL. Hmmm...so was Turbosquid ahead of the curve with all their models of stadiums with the stands completely empty of people because they have been selling those models for years now. Also....as I am a data driven person who lives by graphs, this applies just as well:
    4 points
  8. The Mocap files are useful to learn and try out the Character definitions and Motion Solver. Rather than import your own to try this out they have given you fast access to some Mocap files. If you go back there was plenty of people including me complaining about retargeting, the wrong joint orientations would mess it up enough to not use it. Delta Mush has been used in Maya for some time, and when it came to a paid for plugin version for C4D I jumped on it although that plugin was made free eventually the included version for C4D will always be kept up to date working as a nati
    4 points
  9. @dast So sad to see you go Daniel, but I can totally understand. I made a bunch of my plugins free (or cheap as chips) for very similar reasons. Back when R20 was released and the changes imposed on developers with the new SDK, it made being a C++ developer much harder. Then with R21 every developer was forced to develop their own licensing system from scratch. And since then it has only gotten more complicated having to manage and update the plugins for every new release, then paying for a subscription and finally the last kick was Catalina requiring its own special notarization
    4 points
  10. I was working recently on some code to join every clone in a cloner to every other clone with a spline - no dupes allowed In this clip the clones are on a circle. orange splines.c4d
    3 points
  11. You guys are definitely doing things right. This is the most helpful and friendliest forum I have ever been a member of. Well done to all of you guys. Welcome back Tomalexu.
    3 points
  12. I often try to either recreate stuff I've already made in Cinema in Blender, or start something new in Blender but ultimately return to Cinema. I learned how to model in Cinema, without any plugins really apart from occasionally using HB modelling script for snapping, but I prefer Cinema's vanilla tools. It is so intuitive, just being able to visibly parent / child objects to each other, amongst a million other little idiosyncrasies, is one particular point that stops memoving to Blender. And the selection tag, with it's well thought out icons, you don't even need to click on to know it's eith
    3 points
  13. This is really really Helpful 3D-PANGEL I've just seen this and definitely going to revise the model with some of your points. really apprichiate the feedback. Here are a few shots of my progress with it so far almost there! What I will do is go over the pipe works and lines and see where I can add in supports and any further detail the lighting and render still needs a little bot of work too. Also currently trying to figure out how to easily do the wires around the environment quicker! ( just currently using the spline pen tool)
    3 points
  14. Really cool stuff man, love the consistent look and lighting.
    3 points
  15. I personally have 4 freelance colleagues who all do Archviz and all use C4D. Maybe it is a German thing but there are quite a lot of people here doing Archviz in C4D. And I see it frequently in job descriptions.
    3 points
  16. I think that cinema 4d has the best interface of any program that I know... maybe moi can compete (even though it is much smaller) There are so many small things, that make such a huge difference. for example the possibility to change parameters of multiple similar objects at once just by activating them all. The possibility to use x+ or x* to edit even multiple values that are different. that alone makes working with adobe products feel like stone age. Change the size of multible comps in AE you need a script... you need a script for every second thing in AE. If you have the impress
    3 points
  17. They did booleans the hard way in Blender - much easier and faster when BoolTool is activated: Select one object, select the next, CTRL numpad minus. Done. And it hides the cutter object's geometry and replaces it with a wired box. Anyway, interesting video. It really shows how incredibly spoiled we are with the current crop of 3d apps compared to Tron times...
    3 points
  18. Hello everybody, My name is Benjamin and I am from U-RENDER Good to hear that you are exited about the software. I see where the confusion lies. This is indeed misleading. I can assure you: You absolutely can activate U-RENDER on two computers and work on them. If you want to use a third computer simply deactivate the license on one of the two and activate it on the third computer. This information can also be found on the website but it is true that the sentence you copied is on the website. Rest assured that we will fix that ASAP so that there is no confusion. Thanks for t
    3 points
  19. Yea, that's exactly what i meant in the original from a front and side view he just has the round eyeball, which works fine in 2d, but when you try and replicate that in 3d it looks weird. I did an alternate version of the head ( below ) trying to replicate that as close as possible. looked great from the side but idk from the front. So i looked online at some Simpsons toys and figured these would be the closest thing to what a 3d Simpsons character would look like, and they did the eyes like this. Plus i kind like that it makes him look even more stupid than he's supposed to be i might
    3 points
  20. Well, I got bored of this project & put it aside, but now my enthusiasm has returned. Started on some texturing with Substance Painter, have to say I love this program, it's so fun to use. Nothing too fancy, as the buildings will be seen from far away. R23 UV tools really helped to make the preparation fairly painless. I'm toying with the idea of trying to do all the rendering with the viewport render, now that it has improved again.
    3 points
  21. Have you tested it copying an animation form an FBX imported character? Tested it with imported BVH files, where the X,Y,Z axis is oriented differently than the C4D standard? Gimbal locks - catered for? What I reacted to the most, was the inclusion of Mocap files. Why? There are literally thousands upon thousands of free BVH Mocap files out on the Internet. If I recall correct, there is(was) a University or an official institution, that released their whole BVH library, for free. Besides of all this, you have Truebones where you can purchase thousands of mocaps. For biped
    3 points
  22. 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
  23. Thought this was a cool little short rendered in RS https://blindsight.space/
    2 points
  24. You could try and add some debris at corners. This is where the dirt keeps piling up. I mean stuff like deformed cans, paper, whatever trash. Otherwise the clean line where the wall meets the ground (don't know how to explain that properly) always looks odd. Because there are seldom such straight lines, even in urban environments. There is always a bump. And maybe you could try some wet surfaces. Like after the rain. With puddles on the ground, reflecting the nice neon lights. That's like a free detail enhancement. Regarding cables, you can use spline dynamics. If remem
    2 points
  25. Prime numbers - Looney gears is a plastic toy where the red 13T has a handle and the game is to guess how many times you need to turn it until all the gears line up again.
    2 points
  26. Here's a more general scene where the ring also rotates - just set ring rotation to 0 to see how my rig works planetary.c4d If Tr, Tp, Ts are the number of ring, planet, sun teeth - the carrier (star shape) is the driver and the planets turn with local rotation of carrier angle * Tr/Tp. The sun turns using that value * Tp/Ts, but you must add the carrier rotation. This gives the overall gear ratio as ratio = 1 + Tr/Ts so the planet size doesn't play a part - they are just idlers, but for everything to fit Tr =
    2 points
  27. Wow....really great work. Not sure how long it took to render but I find myself wanting to see it at twice the size just so I can feast on the modeling and lighting. What has NOT been talked about but needs to be highlighted is the color pallet and the placement of the complimentary colors. It all just works. Why is my eye drawn to the astronaut? Tiny little thing tucked away in the dark but yet he is the first thing I see. I think it has a lot to do with the balance in color between him and the similarly shaded windows on the left and right and at the same level. He is fram
    2 points
  28. Hi LECHUCK, I think that what you are experiencing is something a lot of design workers experience. Most of the things you mention are universal for graphic designers as well as for 3d Artists. I would say that long hours for example are more dependent of the company you are working for then the stuff you do. It is absolutely not uncommon in the 3d World. But as you often have longer projects then working 2D you might have the possibility to arrange your work in a smarter way and therefor you might be able to influence it a bit. But the more efficient you are the more work will be
    2 points
  29. I love it. Really creates a unique take on many existing genres: cyber punk, dystopian futures, etc. I love the lighting. As soon as I saw the astronaut with the glow I thought of Daft Punk....not sure why but it has that vibe. Kind of like a Blade Runner inspired slum in the land of Tron. I would love to know what inspired you for this. If the final piece is going to be that dark then some of my comments don't apply as it is adding details that quite frankly won't be seen and more importantly don't need to be seen. I can't wait to see more. Dave
    2 points
  30. Of course I still may not fully understand what you want the rope to do, but the one below was painfully easy to do with PLA - literally 2 keys on the guy, 2 more on a selection of spline points around him that just moves down at the same rate; all keys set to soft interpolation so you get nice exit curves all the way down, yet because you are KFing a whole group of them at once you don't disturb the straight bit in the middle, so no re-alignment required... CBR
    2 points
  31. Very good. I love this type of work and the modeling seems to be well executed. I agree with the comment on the high polygon count on the smaller objects: the vent holes in the A/C units look to be modeled, the tubes in the neon sign look to be modeled. Not sure if textures would work just as well as I am not sure what the overall plans are the for the model in a finished render and/or animation. If it is a still image as shown, then textures would has worked just as well. Overall though, I love where you are going with this. But as you mentioned that it is a WIP and more needs
    2 points
  32. yeah, a ribbon rig per say where the deformed mesh drives joints and that then again another mesh isn't possible in c4d... that said, if you are just after bendy limbs, you can do that with spline ik. so you can create everything seen in that video in c4d, too, but in another way, and with certain limitations regarding the twist. you could even do that wave movement with some xpresso or python driving the joints.
    2 points
  33. Yep there are better ways to solve that, but primarily only because of the way you are collapsing the corners, which is leaving error-state inverted quads there - ie there are internal angles of greater than 180 degrees, which there shouldn't be. To fix that you need to do the collapse 1 more poly row into the square bit, if you see what I mean, which would allow you to keep them convex kite quads. Other than that, this is an acceptable low poly way to bridge those 2 forms, though you are right that higher poly would allow you to have less SDS surface distortion all ro
    2 points
  34. Hello All! Just joined the community. I've been playing with C4D for a bit but it's hard to learn in a bubble even with all the great tutorials out there. Looking forward to joining the discussions here.
    2 points
  35. I was using 3dsmax/vray for about 10 years and i did a ton of heavy commercial stuff in a range of 3 years. The software is s...t If i wanted to write scripts, i d be a programmer. Cause thats the power of 3dsmax. Other than that, doesnt even compare with c4d. I wont say anything else other than corrupted files + constant crashes. When i started using c4d which DOESNT CRASH unless u do something very wrong or u use plugins, it was a surprise to my cg life lol. I wont even mention how smooth and logically c4d operates in most stuff. Aint perfect but good enough for a small studio lik
    2 points
  36. @catnapi‘ll take a look later if i can still find those files... been quite a while... but i have a backup fetish, so chances are good i will be able to dig it up.
    2 points
  37. One thing Max has going for it is the sheer brutal performance of its viewport. Great for archviz in this regard. My own experience with Max: It's the 3d software I learned after leaving the Amiga platform behind. From Sculpt/Animate 3d, to Imagine, then C4D (Amiga), Lightwave (Amiga), switch to PC and Max, followed by C4d again, Lightwave, a bit of Max, a very short stint in Softimage, some Modo, then Blender. At work it's a mix of Blender and C4D (with some Modo). I actually quite liked Max at the time. The current release still has that somewhat clunky feel to it (tr
    2 points
  38. Did bezo's and my suggestions re the triangles help? Not sure if I understand what you mean in your latest post. See the attached image and c4d file. If that is what you want to do, you don't need a ton of cloners, but only the first one. See the c4d file for the setup. Hope this helps. Cheers, contrafibbularities tunnel2.c4d
    2 points
  39. Its worth noting that the Mocap files are recently acquired, 60fps, and high-quality in comparison to older datasets like the Carnegie Mellon captures. Also, I think MAXON wanted people to be able to try out its motion retargeting tools with good, local, included datasets.
    2 points
  40. ...or faster access dierctly in viewport (in Move,Scale or Rotate mode) (right click on any part of axis gizmo and select axis orientation as needed)
    2 points
  41. probably more than you think. but yeah, not exactly a lot ...the obvious goal is to grow in that area. idk why you see very little practical use of the new features regarding animation. all animators i‘ve talked to so far seem to think the opposite. me included... wouldn‘t want to animate in any prior version anymore.
    2 points
  42. Really does just look like faulty driver issue affecting Windows machines. Hardware Unboxed done a summing up here
    2 points
  43. The Vray one looks better in the images above. Theres light burnout on the top of the physical model, harsh shading transitions, and the logo colors are also super saturated. Vray may be more difficult and time consuming because of all the options you have for material adjustments but its worth spending that time. I took an internship for 2 years and worked from physical, to vray, now to corona. I can tell you that I had this same misconception. After time your eyes will start noticing whats actually realistic and whats semi realistic. I find myself staring at walls, wood, metal, anythi
    2 points
  44. Thanks for the kind words Kent. Cannot promise anything about showing off some new renders, but I sure will try. I am still running some old fossil computers over here. Probably best to consider getting rid of these before people start finger-pointing me for contributing to global warming.
    2 points
  45. Probably exceeded your quota of awesome images and the algorithm wants to give everyone else a chance to catch up
    2 points
  46. never scale anything in any rig in model mode
    2 points
  47. 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
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