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  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. 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
  14. 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
  15. 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
  16. This worked perfectly. Thanks a lot!
    1 point
  17. 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
  18. I go between 3 machines regularly and find the online activation brilliant. I've a 4th machine just for rendering. The vote button mentioning about a license used by a rendering machine. Is that more towards a plugin preventing it been used on the main machine rather than an instance of C4D? I use render server/ client and the only issue is if a plugin is required for rendering then I can't use that same plugin on my main machine the same time. Other than that it's very handy just releasing a license with a few clicks. Haven't encountered major issues yet (touch wood). Not su
    1 point
  19. Literally me playing with the art-shaders of the standard renderer of Cinema 4D R14
    1 point
  20. Volume builder. Get your splines, and put them under Extrude then make that Extrude the top layer in your VB / VM setup, set to subtraction over the cube, which is also there as the bottom layer... very easy to setup, but if you struggle upload your spline(s) and I can show you... CBR
    1 point
  21. 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
  22. Results or quality-wise there isn't any difference at all. Your choice of whether to use one or the other is largely preferential, or should be based on how much element re-use there is within a material, for that is the main advantage of nodes - the fact that although the systems take longer to setup initially, they make the changing of subsequent values in shared assets a whole ton easier in complex materials. For simple materials, there is no need for nodes, and they are a needlessly protracted way of getting an identical result to something that could have been done in much les
    1 point
  23. 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
  24. ok, started seeing some success. thanks again for all your help!
    1 point
  25. 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
  26. You can't really expect people to walk you through simple things like the UI when there are so many 'Intro to C4D' type videos available, and you have a manual that could answer nearly every one of your questions so far if you only took the time to look at them !! We are here and happy to help, but we do expect you to have done some basic level of research into the software you are using, like at the very minimum the interface and basic tools ! Here's a good video to start with. CBR
    1 point
  27. 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
  28. If you carefuly look on my screen, you could see all "unnecessary" parts (thickness and inside box polygons) are scaled down a lot or placed on part of texture with pure white color. In case you need inside part only single color, you can fill these in your texture or you could create polyselection and apply new material just on this selection...
    1 point
  29. It is due to thickness. There are 2 UV islands for the inside and the outside. You can see which is which by highlighting a poly on one of them (UV view), which will also get selected in the Perspective view. the polys you have selected look like they might be the walls in between front and back faces. CBR
    1 point
  30. 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
  31. I really need help here because I have been trying all night and something is wrong, my character here i am trying to rig to ride a snowmobile as follows, it is a fuse/mixamo character i made, now whenever i rig it to the pose and press ctrl z/undo, it resets back to the t-pose...even when i save it when i reopen the file it is in t-pose....it's not the first time for me to rig...it's the first time to me this behavior happens...is it a bug?! help please! I can't restart every once and then!
    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. Ahh this makes sense! No wonder it won't work. But thanks for the time, Cerbera and Janheylen!
    1 point
  34. 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
  35. 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
  36. Here's a simple typewriter using formula effector id to reveal text typewriter.c4d IIRC in the original post there's a method to swap out new blocks of text. Two versions - xp_writer.c4d tripewriter.c4d
    1 point
  37. 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
  38. yo, I feel so dumb right now, thank you so much BEZO!
    1 point
  39. select both point nodes in xp and enable "Use Deformed Points"
    1 point
  40. Sorry for the obviously false alarm. ow I also get notifications for the other posts...
    1 point
  41. Funny thing: I got an email to this post. I'll watch my other posts and see how it's going with those. I'll let you know... Tyvm! KWS
    1 point
  42. Exaclty!!!!! Thank you very much! And tank you all for your time!!!
    1 point
  43. Don't reuse shader objects in several places at the same time. This can lead to issues or even crashes. If you want to copy a shader, use GetClone() to duplicate it, then use InsertShader() to insert the new copy into the material, then you can assign it to the Luminance and Alpha channels (each channel needs its own copy, naturally). ---------- Learn more about Python for C4D scripting: https://www.patreon.com/cairyn
    1 point
  44. 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
  45. @bezoyes exactly! I'm going crazy trying to figure out what you did differently in your scene though, I must be missing something obvious!
    1 point
  46. 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
  47. 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
  48. There's a short promotional video here:
    1 point
  49. Here: https://gum.co/texel_density It is free.
    1 point
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