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Showing content with the highest reputation on 04/04/2018 in all areas

  1. 2 points
    Time for something new, cut your render times in half with a click
  2. 2 points
    Hi this might help: https://www.youtube.com/watch?v=ju5WrEIpyBU Watch at: 42.40 Neil Stubbing addresses similar problem.
  3. 1 point
    Put all you instances in a fracture, it works like a cloner, but doesn't really do anything. And for scaling the trees, be sure you put your axis center on the floor, so they grow up when you scale them.
  4. 1 point
    OK, then don't worry about it. Just drag your chrome material onto the sphere and it will probably be fine. Btw, the new UV's in your screenshot might look right, but they aren't - if you were using that UV map, there would be no texture showing up on anything that wasn't the front surface, as those polys are not represented in the UV map. CBR
  5. 1 point
    Not your profile you didn't ! Go to your profile, on the main page, then find the edit profile button, and update the info so it tells us the actual version you are using ! OK, chill, nothing is useless ! In that screenshot, what you are looking at there is just an object which hasn't been UV unwrapped - that is to say it's UV polygons are in any old order which they defaulted to as you made the model. However, you only need to UV unwrap this if none of the standard projection modes work, and in this case I suspect it doesn't even matter what the projection mode is ! If this is going to be chrome for example you don't need to care what the UV's will be doing because all of the surface quality will come from reflection. The problem arises if you want to use a photographic or tiling map in one of your material channels. Then you do need to care what the UVs are doing, and what the material mapping mode is. You set this in the texture tag you get when you drag a material onto an object. As for UV mapping itself, that is a vast subject which i couldn't hope to cover in a forum post. Fortunately there are about 50 videos on YouTube that take you through the process... search 'C4D UV mapping' to find them. UV mapping is a skill unto itself, and a very useful set to have so good to familiarise yourself with the processes involved. CBR
  6. 1 point
    These are three tutorials on practicing SDS modeling. I hope you'll enjoy them. I'll start with the links to the latest one: SDS Excericse 03: Time lapse version Full tutorial, app. 35-minutes, with voice-over): --------------------------------------------------------------------------------------------------------------- SDS Excercise 02: --------------------------------------------------------------------------------------------------------------- SDS Excercise 01:
  7. 1 point
    @Cerbera, best read of the week, I know I should know this and I keep forgetting!! Thanks again for the good read.
  8. 1 point
    Because of the randomness of the various tricks you can do at the lip (a whole world of difference between an Ollie Blunt and a McTwist, for instance) I'd use two skateboards, one for the ramp roll and one for the trick and just substitute one for the other (and then back again) at the desired frames. You can even switch cameras at the join if any are proving tricky to line up. To solve your penetrating wheels issue, see the attached file. There's probably a number of ways you could do it but this one is nice and simple. Pull the file apart and it should make sense. Bear in mind that this is a very quick lash-up so you'll want to finesse it a bit to get convincing acceleration or change the board's path across the ramp and such. Skateboard.c4d
  9. 1 point
    Cinema only contains normal tags to maintain compatibility with other apps, and to be honest, most of the time they cause problems. I bet if you had retopo'd this in Cinema it would have been fine ;) You can try deleting the normal tag, and replacing it with a cinema native phong tag, but this may or may not work. If it doesn't, you'll be needing someone who has 3D coat to tell you what the export settings should be - alas that's not me... Nice sword btw ! :) CBR
  10. 1 point
    Here's another very simple way to do it, this time using nested bend deformers. Perhaps a neater solution than the other one given that this time you don't have to chop up the paper. Unfold 2.zip A long time ago I made an A4 sheet fold itself into a paper plane doing it this way.
  11. 1 point
    Thanks a lot, man, you're my hero, it works! I'm working in C4D for 8 years and don't know about it, lol Also working in Modo/Maya but despite the fact that Cinema is not the strongest modeling tool I'm still using it, I rest when I work in it, C4D the most pleasant software ever, 3D God bless MAXON and will guide them to the right path
  12. 1 point
    If you are hard to decided c4d or maya than c4d R20 might have something to help you decide. I'd be really surprised if R20 didn't have a huge character animation update.
  13. 1 point
    @kangddan Thank's for sharing, well done on converting Maya rig to c4d. I am also straining my brain to come up with something new.
  14. 1 point
    Great glad your got some success. Dan
  15. 1 point
    Nah, you shouldn't need AA anywhere near that high to get smooth lines - I'd bet this will be something in the brush / line settings. I have to run out now but will have a look when I get back if someone doesn't get there first... CBR
  16. 0 points
    you can always do both... great stuff on your vimeo page btw... you've got another follower! ;) i will have a look at your seamless ik/fk setup... looks promising!

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