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Showing content with the highest reputation since 10/18/2020 in Posts

  1. 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
  2. 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
  3. 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
  4. Do you have a reference image for the type of scene you want? I know some people have a specific look they are going for, if you want realism Id suggest working on the neon a bit. Maybe put the neon light inside the glass tubes. It looks like you have the neon material on the outside of the entire objects. Also adding an HDRI to the scene could improve it a lot, the blue/purple sky isn't selling it for me.
    2 points
  5. 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
  6. 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
  7. 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
    2 points
  8. Here's that technique I mentioned above in action, although here I felt it was enough to use a perspective view to get 'head-on' to the section in question, and I used the knife tool (line cut) directly to cut a perfect rectangle into the tapered form, then connected to the corners of the next poly loop out to retain 100% quads. At this point you could now use the Slide Tool, in Points Mode, to move the inner points about to give you even controls without leaving the tapered surface. We should also note how helpful Symmetry would be at this point, so you only had
    2 points
  9. Nice concept. Kind of "Blade Runner" atmosphere
    2 points
  10. I'll give you a slightly different take on this... The best tool really depends on what you're aiming to do. The primary thing to understand is that there are two basic modelling technologies: NURBS / solid modelling - a curves and boolean based approach - or polygon mesh based modelling. C4D is of course the latter. It's quite easy to take a NURBS based model and convert it to polygons, albeit with limited control over the topology, but it's very very difficult to go from polygons back to NURBS. It's a bit like trying to 'unboil' an egg : ) NURBS modelling is the method used
    2 points
  11. 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
  12. 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
  13. Wow thank you very much. God bless you.
    1 point
  14. Thank you so much @bezo! Great setup and explanation! Yesterday afternoon I tried and tried again until I came up with this solution (attached). I think it's enough for me beacuse I can use distance, view the length of the spline and add points without interfering with previuos positions/keyframes. The range mapper is only converting real numbers to percentage, nothing more. And, I don't need align to spline tag anymore. What do you think?
    1 point
  15. Hi, I am considering moving into a career in 3D/visualisation/VFX but wanted to get some opinions from the internet first. For the last eight years I have been working as a graphic designer, more specifically an ‘artworker’ which is basically a role to quality check the work being produced by the company to ensure it is of a high standard and suitable for printing. I started off in a local printers and eventually worked my way up into one of London’s top advertising agencies. After eight years of doing this role I feel I am hitting a dead end with no career
    1 point
  16. Thank you for getting back to me! what i will do is if i find some time next month, i will revisit this model and try and implement theses changes because i think they are all valid. With the Astronaut that is the exact reason why i coloured him the way i did, i did not want him to blend too much with the environment but at the same time did not want him to be a glaring object in the scene so much which is why i went with the bright lilac because it is a mix of the blues and reds in the scene making it complement the colour pallet without being too distinctively different.
    1 point
  17. Yes there is room in most brains for more than one DCC, though as middle age progresses you do get cause to wonder CBR
    1 point
  18. This is good to know! I was thinking I have to give up one to progress with the other. But yeah, good to learn both!
    1 point
  19. @IgorI am assuming that the plugin works with Boolean operations, so the resulting topology will likely be similar to what you get with C4D's boole tools or plugins like MeshBoolean and the NitroBox Tool. You can download a demo for C4D and give it a try yourself. As soon as you indicate your e-mail address you can download the trial version. The demo only seems to work in R20/21. http://www.lwcad.com/html/main/new.php Cheers, contrafibbularities
    1 point
  20. In its most basic form, this is a great idea. But as soon as you have multiple selection tags assigned to your mesh it potentially becomes a very complex thing, as there are many possible scenarios to handle. In your example (why external links? why not simply upload the images here?) you are doing an extrude inner. As a user you might want to expect that the new polygons you are creating then gets added to the same selection tag the original polygon belongs to. However, you might also expect just the opposite, that each new polygon gets added to the selection tag th
    1 point
  21. small example with added chess... updated_palette.mp4
    1 point
  22. update - undock primitive palette by clicking on upper double dot edge of opened palette - right click on on some icon and select "Customize Palettes" command on the bottom - in opened window to the "name filter" input field enter name of your plugin - from filtered view select your plugin and drag and drop into primitive palette to place where you want - in undocked palette right click and select "Fold palette" command - double click on original primitive icon palette to remove it - drag folded palette to place where was original primitive palette
    1 point
  23. 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
    1 point
  24. Originally it's a Lightwave PlugIn especially designed for architectural modeling. I used it a lot in Lightwave. Love it's snapping features and one-click-solutions for building slated roofs, floors, stairs, etc. The provided library isnt't stylish, but you can expand it with your own stuff. Standard buildings can be modeled quite fast with this toolset. But it isn't limited to architectural stuff only.
    1 point
  25. Hey! So here is the final render of the scene i tried to colour grade it to be a little bit brighter but could not figure it out how to do it on premier pro ( some of the lights are animated. Let me know your thoughts if i need to improve anything.
    1 point
  26. I wouldn't worry. As long as we can all keep things civilised and not descend into any sort of flame tunnel this is as good a place as any to discuss such things. Personally I ticked the 'Don't care' option. And I don't, as long as what we have works, which the new system seems to do consistently for me. But I never have to move my license between machines, so the question's not really aimed at me anyway CBR
    1 point
  27. @Rectro Thank you! I reused and tweaked bones from another mesh as guidelines. I'm relatively new to rigging and it tends to help me understand it, especially around the hip and shoulder area. So yes, mainly use it to find the right placement for joints
    1 point
  28. Hi, I was wondering why I never see just one person making "shorts". Now I know.. In the end, the list of “necessary” fixes only got bigger. I had to ignore it in order to post this in a decant time frame.. It's t actually far from done. I used C4D. No plugins or pre-made assets where used. Yes I’m aware the bow is reversed, thought it looked cooler. The character is a girl, sidekick of Fred. While she can do magic, Fred just likes bananas. You can follow me for more on: https://www.instagram.c
    1 point
  29. Thanks Cerbera your technique has worked! Genius, thank you for your help. I used your technique of drawing the square in the orthographic top view and then joined them to the outer polygons. Then I did the smaller inner extrude. Then I extruded the square shape up and flattened out the top. This top shape was made slightly thinner on the x axis to taper the shape (this caused the sides of the tabs to become non-planer but it is under 2º so I set my Planarity Threshold to 5º). I also rearranged the points on the top of the tabs to match the desired slot shape and also
    1 point
  30. Hello Cerbera. Thank you so much for taking your time to help me. Your solution is perfect for my project. With this tip I can explore even more complex types of combinations! One is to test the pulse reflection (see below). If I keep one end of the rope fixed, the pulse should hit and come back. Another proposal, different from this one, would be to generate planar and spherical waves (see below). Could this be achieved using fields?
    1 point
  31. I think Jay simply select polygons, extrude up/(Ctrl_Clone), scale to 0 at the top, add support edge loops at the top and bottom of extrusion... base polymesh should look like this
    1 point
  32. Mesh deformer seems promising + ill dive into the other elements just to make sure and for future knowledge, thank you so much for your quick advanced insight also, really helps having this forum and people like yourself helping out, i thank you!. My other option if everything fails or takes too long, is to render out the icon as a object buffer and then 3d fold it in after effects. its quite a quick animation so that may work also. seeing as there is 11 icons to animate. options options! Cheers, Cameodeft
    1 point
  33. I suspect we might all be barking up the wrong tree here. I don't think it matters where the light is coming from as much as previously thought. I think it's the actual curvature of the geometry that primarily governs the direction of the cel shading, which, relative to the banding within itself will always be at some variation around 90 degrees to the curvature UNLESS light direction tells cel shader not to illuminate that surface in a way that shows the bands. Does that make sense ? CBR
    1 point
  34. The default is to light the cell shader from the orientation of the camera. To change this select your material. In the attribute manager click on the Cell shader (normally you should load the cell shader in the luminance channel) Here you can choose 'Lights' (see screenshot) Add a light to your scene and you can use it to control the shading direction.
    1 point
  35. I think @jed has posted nice python and xp versions of typewriter effect, but currently unavailable. But you can try to ask @jedfor upload it again. More in this thread...
    1 point
  36. or go to attribute manager in move, scale or rotate and in Modeling Axis tab set for Axis option "Selected". Basically it´s the same as post above, but "longer" way
    1 point
  37. select both point nodes in xp and enable "Use Deformed Points"
    1 point
  38. Sorry for the obviously false alarm. ow I also get notifications for the other posts...
    1 point
  39. Whilst you may be right that cloth isn't the best approach for this it is difficult to say what is, because all the various methods we have of folding and bending and deforming stuff relies utterly on the topology that is being applied to being able to support that deformation, so unfortunately the problem I highlighted originally remains, no matter what solution you find to the folding. In R21 you do have delaunay caps option for extruded shapes, and if you use that, and change the spline interpolation of the source splines to something like subdivided or uniform that should give
    1 point
  40. Carrara! I remember Carrara. I think I recall 3D World Magazine featuring a free version on their cover ages ago... If I understand correctly, you are looking for 3d software that allows you to a) import DAZ characters and content b) Stage things, with lighting, objects, camera(s), etc. c) render quickly with almost no waiting times involved, with good hair and cloth simulation d) be very affordable, preferably a perpetual license(?) You either pay the monthly rent ($94 per month) or the full rent up-front per year ($720). It is impossibl
    1 point
  41. btw, when plaing with animation, I would recommend turn off "Collisions" and "Rigid" options in Dynamics hair tab. (without hair collisions is playback very smooth) another btw, ...How you unroot hairs?
    1 point
  42. Looks like skin deformer collide some way with vertex maps when active. So, solution was disable skin deformer, creating new vertex maps, adding new hair restricted to those maps and then again enabled skin deformer. If while applying /adjusting vertex maps hair not update immediately, click "Update Guides" on the bottom of Guide tab...
    1 point
  43. "Hey flamingo, can you look behind the wall? Sure, I can..." https://www.dropbox.com/s/e7iir21px0wh4pv/Flamingo_Looking_behind_wall.mp4?dl=0 Flamingo_V2_updated_Hair.zip
    1 point
  44. I'm also a Maya Rigger. And I can say it with certainty, its not possible. At least not as stable in Maya. C4D doesn't allow smooth stacking of skin deformer, unlike Maya and perhaps Blender. https://www.c4dcafe.com/ipb/forums/topic/112274-is-skin-deformer-still-stuck-at-generator-1-priority/?tab=comments#comment-722723 Its a dead-end unless they rewrite the deformers or someone comes with a custom skin deformer.
    1 point
  45. Really cool stuff man, love the consistent look and lighting.
    1 point
  46. It's a classic extrude "problem". Extruding towards the inside geometry will create non-manifold geometry, and it needs to be cleaned up or worked around (as shown by Bezo). Sketchup solved this with its "manifold" extrude, and lately software like Max and Blender have begun to adopt this type of extrude tool, which makes an operation like this a doddle to execute. With a bit of luck the C4d developers will implement the same option in an update. It's not perfect, and may create n-gons, but nonetheless a very useful extrude tool. Works like this:
    1 point
  47. 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
    1 point
  48. I extrapolated the linkage idea to a pantograph - 3 : 1 enlargement
    1 point
  49. My method - the lower bar doesn't move, so can be collider. Right bar is also collider and rotated using XPresso. I aligned the 2 left hinges, then drew circles the size of top + right bars. Where they crossed was the line-up point for top right hinge. I realigned the parts a bit 4bars_2.c4d
    1 point
  50. I figured it out, there are some animation keys - i think it's something new in mixamo that they now rig the character with some animation to remove them, I choose the layout animation and then removed the keys (the boxes in attached pic in the timeline)
    1 point
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