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Showing content with the highest reputation since 08/04/2018 in all areas

  1. 23 points
    Hi folks :) Here are some important news from us. From this point onward, all trainings from C4DCafe, both existing and future ones are free. Yes, you read that right! Given that we are now fully committed to make Cafe even greater place and universal Cinema user hub, we felt that this is necessary step. Free access to knowledge will have positive effect on the community and whole C4D eco system. All training content is being uploaded to our youtube channel as this post is made. Here is a list of trainings that will be available: 1. Introduction to R18 and modelling (currently on youtube already) 2. Introduction to R19 Fracturing 3. Xpresso volume 1 and volume 2 4. Introduction to R20 MoGraph fields 5. Introduction to R20 Nodes We would like to thank all our former customers and hopefully they won't resent this move, because, after all, this benefits them too for future content we make :) We expect to finish with upload in a week since shear amount of videos will take long time. https://www.youtube.com/channel/UC_MRjD4IdPtvYLo2dLC-POw Additionally, we also started providing very valuable scene file repositories like this: https://www.c4dcafe.com/ipb/forums/topic/91711-c4d-cafe-lost-and-new-filesfree-to-use/ https://www.c4dcafe.com/ipb/forums/topic/104415-node-based-materials-repository/ https://www.c4dcafe.com/ipb/forums/topic/104962-hrvojes-free-file-pit/ Last but certainly not the least, is our new community based project https://www.c4dcafe.com/ipb/forums/topic/105210-c4d-cafe-steam-punk-project/ We hope that with these moves Cafe will grow to be even better, help you even more to promote your work and skills, assist you in finding gigs or full time positions, or simply be a happy place for you to hang out. As a part of the staff here I try to help as much as possible and I can see incredible effort from many members to share their time and energy to help out others, which is truly fantastic :) Cafe has grown so much that we have members from all kinds. From students, hobby users, 2d artists, VFX guys, hardcore coders, to talent scouts, managers, CEO's of large companies and various other industry professionals. Have fun and for being a member!
  2. 17 points
    Hi folks :) As you may know, we are now offering massive amount of training content on Cafe Youtube channel. Content is free and available to anyone. Please consider subscribing to our channel, this will help us run Cafe, keep trainings free, and enable us to create more quality content for you. https://www.youtube.com/channel/UC_MRjD4IdPtvYLo2dLC-POw Thank you!
  3. 13 points
    Hi folks :) In this topic I decided to share many of my files for you to examine. All of these were small setups, rigs, contraptions, prototypes and fun projects that I made over the years for clients or for myself. There is a lot of them but I will post them in small groups over time in order to avoid overload :P Feel free to use techniques and whatever you learn from them to your advantage. Each file will be enumerated and with hint of what is used in the scene in parenthesis. Files will vary from simple to quite advanced setups, in no particular order Have fun! 01_Airplane_route(MG+constrains).c4d 02_Atom_array_attractor(MG+XP).c4d 03_Ballon_procedural_anim(CA+Cmotion).c4d 04_Barb_wire(MG).c4d 05_Beast_in_box(CA+Cmotion).c4d 06_Box_fill(Dyn).c4d 07_Burning_match(MG+XP).c4d 08_Butterfly(CA+Cmotion).c4d 09_Cell_tissue_penetration(MG).c4d 10_Build_up(MG).c4d
  4. 9 points
    FINALLY! Finished a new personal project! It took me quite a while to get started, was flooded with commissioned work, had lots of other stuff to do around the house, and had a bit of an artist block (lame!) Anyway, hope you like it! Also made a 'making of' so you can have a look how it was made. M
  5. 8 points
    Hi everyone, I've just finished an object library filled with 330 Chinese patterns I modelled on the basis of photo references and 2D graphics images, and I'd like to share this library with you. Each of the 330 patterns comes both as a polygon object and a spline object, so you'll have 660 objects to play around with. You can download the free library here: https://www.dropbox.com/s/5xeddl0y42j2knb/chinese patterns UD01.lib4d?dl=0 All objects as well as the library were done with Cinema 4D R18 and will work at least in R14 or better. I hope you'll enjoy the library! Cheers, contrafibbularities
  6. 7 points

    Version 1.0.0

    311 downloads

    Rewrite of the original "Points to Circle" script in Python. Runs on R20 and previous versions of Cinema 4D.
  7. 7 points
    Hi everyone, I'm sharing my Cinema 4D library of more than 1800 architectural profiles with you. It used to be a commercial product for a while, but as of now it is available for free. I made this libarary about 7 years ago in Release 13. It will NOT work in versions older than R12. All profiles are based on real-world references and scaled to real-world dimensions. You can downlaod the library here: https://www.dropbox.com/s/e4pshf0wast7919/arch_profile_collection.7z?dl=0 I hope you'll enjoy this huge collection of architectural profiles! Cheers, contrafibbularities
  8. 7 points
    Hello all. This is my first project for 2019. My aim is to create a digital double of the actor Charlize Theron. Im in no rush on this one, so will be updating as I go. I will also be happy to answer any questions. Comments, critiques welcome. Im a bit ahead already so here is the start stage modelling the head. I place down the core loops then fill the gaps. Eyes, mouth, muzzle, jaw line, and head centre line along with the big neck muscle Sternocleidomastoid. I will be making the whole entire body, clothes as a complete finished asset.
  9. 7 points
    Hi Iv done a few skulls now, practice makes perfect as they say so here is another take on one. Base mesh modeled in C4D, Sculpted in C4D, details in Zbrush, rendered with Vray4C4D. Hope you like it. Dan
  10. 6 points
    just finished this :) @Cerbera sorry for the caps in the topic title, but the title of the video just required it ;)
  11. 6 points
    Folks that are speculating here and via pm, here is a simple answer. Adobe is not buying Maxon - simple as that. Not sure how on earth can anyone conclude that given this development? This, if anything nullifies such assumptions... If Adobe ever wanted this then probably good time for them was 10 years ago, certainly not now, and to best of my knowledge, and I was saying this every year when this comes up - C4D is not for sale. It is simply silly for Nemetschek to sell such a valuable and growing company. Anyone can find financial results of companies online, this is simply publicly available information. Now, I am looking forward to open some accounts for Redshift folks ;)
  12. 6 points
    MAXONians just won an Oscar Award folks and we have a XMas party today to celebrate! https://www.oscars.org/news/9-scientific-and-technical-achievements-be-honored-academy-awards?fbclid=IwAR38kPbaP4BJiuW-853jcZpp53L4vIbpnscuuY_v79OMGhiXQ57eIbF6ACU
  13. 6 points
    Inspired by @anglereserve's recent post on his Bull Ant, I set about finding some reference for a Jewel Wasp I was thinking of modelling myself. And while I was doing that, I came across this remarkable site, which not only provides some of the best arthropod reference anywhere on the net, but also is worth a look just for the sheer beauty of the images and the ridiculous level to which we can zoom in to appreciate the microstructure of these creatures. Absolutely breathtaking stuff, so sharing here for your reference (not you, angle, they don't have a Bull Ant unfortunately !), or general appreciation... Now I've seen those, I'll be doing this orchid Bee I think... http://microsculpture.net/orchid-bee-top.html CBR
  14. 6 points
    wats up guys , so felt like ass last week so didn't make any progress on the Jedi, feeling better now though so moved on to some look dev for the body materials :D (click for full size)
  15. 6 points
    Yes we can do this using cloth, but I suggest you start with a different setup. What I did was create one panel (with 1 hole at the top) from a plane object, then angled it 45 degrees, did a copy at -45 degrees, Connected them together (Connect Object, weld on, make editable), then moved the axis to bottom left and cloned the resulting '2-panel' mesh into a row of them. That went under another Connect Object, which welded them together, then that went under a cloth surface to add 1 level of subdivision and thickness, then lastly all that went under an SDS set to L1 just to smooth things out a little. Then I just put regular cloth collider on the rail, and a cloth tag on the (now) editable connect object. This simulates quite well with default settings, but the holes stretch slightly. We could improve that by increasing cloth iterations to 2 or 3, or maybe even by making a vertex map where the weighting is heaviest near the holes, then use that in the stiffness (or other map slots) in the cloth settings... At least that's how I'd do it; there will be other ways as well no doubt... CBR
  16. 6 points
    I like to re-create crazy things I see online in C4D eg this prime number gear puzzle looney gears.c4d here's a more conventional epicyclic gear model epicyclic.c4d
  17. 6 points
    Hello everyone! Thought this would be a good place for professional feedback. I released Fun With Ragdolls 3 about 8 months ago and it gained a LOT of attraction extremely fast. I wanted to make a 4th in the series that was better than the last, this time though, I had to do what I had done, but a LOT better. Not going to lie, I'm a little nervous, haha! From a storytelling perspective I think it'd be cool to hint more of a storyline in another one. What do you guys think of this 4th one? All feedback is much appreciated! Thanks for taking the time and I hope you all enjoy it! (Also, is the thumbnail a good choice? Thanks)
  18. 6 points
    Hi, I've stopped designing since 2009 and now i come back after 8 years of being away and I am really blown away by the changes/progress! I feel too lazy to do anything even though i purchased a new machine / AMD tr 1950x / 32Gb ram .... so i don't understand how to motivate myself :( well, maybe i must share some of my work even if it incomplete , I will update the topic if I make any progress or any test . sorry for my english Here some of my tests i did on last week, i spend most of my time trying to recover my skills Zbrush & C4D / physical render C4D - vray short animation with no story C4d - physical render
  19. 6 points
    Hi everyone, I have decided to make the 4D Paint features available to everyone under a Pay What You Want payment model. Read more about it here https://www.plugins4d.com/4d-paint-pay-what-you-want Happy painting! Cheers, Kent --- EDIT --- I decided to let this run for two months to gauge the interest in this type of sales model. It has now been discontinued. It looks like people would rather pay full price and get support and updates, which is nice to see. The product is still for sale at the regular price over at https://www.plugins4d.com
  20. 5 points
    Fancied a quick little personal weekend modelling project, so thought I'd do the Golden Snitch from Harry Potter. Painfully easy to do with either Volume builder or Sculpting, I fancied more of a challenge so I did it properly, with SDS. Here we are at the end of Day 1, most of the modelling done, but no textures yet... 100% quads, but still the odd 6 point pole remaining, not that it creates any artefacts here :) Of course it's different in every film, and you can tell they didn't know it was going to have to open until film 6, but I'm doing the film 3 version, arguably the best of the series because Alfonso Cuaron was in charge... Texturing tomorrow... CBR
  21. 5 points
    Can finally show some work I did for the Walking Dead Season 9 last year. This was a pretty dreamy project. The props department needed a sword designed for the Jesus Monroe character. They gave me basic dimensions that they had tested out with the actor and some research from the comic and previous action figures and then I was let loose from there. I designed three different options - this is the one they ultimately went with. Stitching, seams, etc in the renders could be better overall, but the whole thing went together in just two days.
  22. 5 points
    Created for fun.. Software used: Zbrush, Rizom UV, Substance Painter, Cinema 4D and Redshift
  23. 5 points
    A few hours into this Bull Ant model I posted in the members challenge area. I worked on a couple of drawings on paper and then in Procreate. I almost always do a drawing or two so I can try and figure out what shapes I'm going to be working on. After that I put a few hours into the mesh. Time to refine! @cerbera Looking forward to seeing that wasp!
  24. 5 points
    Hi there, I made a little tutorial about how to use the procedural tools in C4D to model a knife. I hope you like it :-) https://www.youtube.com/watch?v=eHbrX_-qxbA
  25. 5 points
    Whats up guys. haven't done any personal work in a while, so this should be fun, more to come soon :D
  26. 5 points
    Here's a little test I did using a hi-res model of a Honda Pilot. The model is over 600,000 polygons. Not the best model to use for a wide shot like this, but with Multi-Instance it's not a problem. This is a simple grid of 1,000 cars with a little randomness. That's over 600 million polys! Not to mention it's fully textured including chrome, glass, rubber, etc. Setup using Corona and only took 3 min. to render. All lighting is from the HDR you see in the background. Very impressive.
  27. 5 points
    Hi folks, in the name of C4D Cafe, myself and Hrvoje, I wish you all great 2019. Lots of health and positive things and of course happy modeling, texturing, rendering, compositing, animating etc... Also, I would like to say thanks to everyone who is here to help and been helping for a long time now. I hope we bring some new things in 2019!! Cheers!!
  28. 5 points
    Happy New Year from Prague in Europe !
  29. 5 points
    sounds like you are aiming rather for a generalist position or even possibly going freelance? only you can tell if there's an area in 3D you wanna focus on, if you have no idea then that's probably your heart telling you it wants to go generalist... or make up artist, or zoo keeper ;) while watching tutorials is good and essential it's not enough to memorize all the stuff. solving problems on your own is a much more effective way to learn. set yourself small goals, little fun projects you can complete within a week or two. doesn't matter if you have no idea how to do it, figuring it out is the fun part anyways. once you completed it, take a deep breath and move on to the next. prepare for not doing much else the next couple of years, and don't forget to always tip your pizza delivery guy. as for your question about client work: it would be utterly boring if i always knew exactly how to do every task involved in a project. unfortunately this situation happens more often the better you get. so enjoy your lack of knowledge while you can and dive into it. btw, there's nothing "fake" about it, in CG even the people at big studios solve problems while working at a project. no one knows exactly how to solve any task thrown at him right away. and of course, a demo reel can get you jobs. as long as it's good it's actually the very best way to get you jobs. i hope that helps.
  30. 5 points
    Hi folks :) We are proudly announcing our first R20 training - MoGraph fields. Dive into new fantastic field system from scratch and gain massive advantage in your production capability and workflows. We start from basics, explaining field parameters and usage, cover multi instances and build upwards to subfields, openVDB and advanced projects where fields are utilized in all areas of CINEMA 4D. We explore fields in MoGraph, deformers, tags, CA environment, Xpresso, particle and OpenVDB context. Every aspect of CINEMA 4D gains from fields and as such they will be vital part of the production. Lessons are faster paced, packed with tips and tricks along with advanced and unusual application of fields. Lesson outline: 01_What_how_why 02_Basics 03_Remapping 04_Field_types 05_Slope 06_MIN 07_MoGraph_context 08_Deformer_context 09_Tag_context 10_Xpresso_context 11_Particle_forces_context 12_OpenVDB_context 13_Subfields 14_Folders 15_Effector_weighting 16_Random_to_Word 17_Radar 18_Fish_school 19_Boat_wake 20_Box_rig 21_Icecream 22_Flamingo 23_Lava_Lamp Duration: 3 hours Training is download only and can be purchased directly via Cafe store here: https://www.c4dcafe.com/ipb/store/product/17-r20-mograph-fields/ Here is one complete lesson for preview purpose (Right click and download to disk if you don't want to view in browser) 22_Flamingo_lesson Hope you enjoy this one, a lot of work went into it :)
  31. 5 points
    Been a while since I did one of these - Modelling & sculpting a mix of Cinema 4D & ZBrush, render in Octane, plants from Forester.
  32. 5 points
    Finally managed to complete my little movie! Rendered with Octane. Took a while on my single graphics card. ;) But was totally worth waiting for.
  33. 5 points
    Due to very popular demand, here is a puppy shader asset (for any random value of puppy that is) The asset is stored within the scene, you can copy it to an own database, or the preferences database, by selecting it in the asset area, right clicking and choosing copy asset. The asset was build using only a circle shape and manipulation of its projection. Puppy 01.c4d
  34. 5 points
    Done some abstract organic creatures lately. Some procedural modeling, some typical modeling, and some displacement maps used. I didn't use materials and textures to keep the same kind of feeling to this creatures. It's just SSS material.
  35. 5 points
    There's pros and cons to both packages. Ones better in some areas, another better in other areas. I work in both, and I like both for different reasons. For me it boils down to a couple of things: I think animating in Cinema is better and easier. But slower than in Maya. Maya has better playback speed for sure. I like Cinema more. It's capable, just a little slower. Animation is animation, it's pretty agnostic. Films have been made without tools like you mentioned. It's keys and poses at the end of the day. For what it's worth, I did Animation Mentor back in 2009-2010, and me and Kai re-rigged all the characters(Kai did most of the hard work) and completed the 18 month program using only Cinema 4D. So it's definitely capable. Just use whatever you're most comfortable and most efficient with.
  36. 5 points
    Out of curiosity this morning, and still learning all the little features of the Corona for C4D Beta, I wondered if Corona could render out C4D Hair. I was dubious, since C4D's Standard Renderer has, for a good while, always produced the best-looking Hair... ie., that looked silky and natural, like real hair. But to my great surprise and pleasure, I see that Corona can indeed render out C4D Hair... and it looks very good indeed! There is a bit of a workaround in setting it up, though: Your C4D Hair object needs to be set to Generate, and then you have to choose one of its Generate styles. I chose the Circle Type, which causes each strand to be rendered out in what I take to be basically a circle spline swept over the individual "virtual" hair splines. In the OM, your Hair object has to include both a C4D Hair Material... and also a Corona Material, side-by-side. In the Corona Material's Diffuse Channel, I entered the C4D Polygon Hair Shader, then set that shader to Illumination--->From Hair Materials. The Corona Material will take all its features from the C4D Hair Material, like Color, Specular, Thickness, Scale, Curl, and all the other options. But then, with the Corona Material, you can add further channels: Corona's native Reflection, Translucency, and Diffuse colors. My biggest worry was that Corona Render would not give the C4D Hair all the lavish AA that it needed to make the hair look silky, shiny, and not like straw, noodles, tentacles or needles. That was always the Standard Render's strength. But hey, I was pleasantly surprised: Corona antialiased the Polygon Hair strands beautifully, as you see here. Cool. ras
  37. 5 points
    a bit late but anyway :) import c4d from c4d import gui #Welcome to the world of Python def main(): doc.StartUndo() # this generates an UNDO stack, every "AddUndo" between .StartUndo() and .EndUndo() will be "undoable" in a single "Ctrl+Z" objects = doc.GetActiveObjects(0) # this get's currently active objects in a list. The "0" parameter means that we don't want to select the children of the objects and we don't care about the oreder of the returned selection for obj in objects: # this iterates over the list of active objects. So for each object: instance = c4d.BaseObject(c4d.Oinstance) # create a new instance object instance.SetName(obj.GetName() + '_instance') # set it's name to the object's name + "_instance" instance[c4d.INSTANCEOBJECT_LINK] = obj # set the instance's source object instance.InsertBefore(obj) # insert the instance object in the object manager, right before the source object. You can use other options. Like .InsertAfter(obj), if you want it after the source object. doc.AddUndo(c4d.UNDOTYPE_NEW, instance) # this adds the insertion of our new instance to the undo stack. doc.EndUndo() # this ends the undo stack c4d.EventAdd() # we infrom C4D that something has occured, otherwise it will not refresh until you click something or do something else if __name__=='__main__': main()
  38. 5 points
    Yeah, they even took on idiots like Hrvoje, Igor or me ;)
  39. 5 points
    half man half cat. ;)
  40. 5 points
    I do see relationships in how the core is being implemented. For example, with OpenVDB implementation and the complete lack of any improvements to C4D's native particle system, I would not be surprised that a fluid simulation capability is somewhere on the roadmap with a new particle system capable of supporting it. But all that WON'T happen until the core is turned lose and C4D can handle massive quantities of objects. But fields had to come first....and just imagine what would be possible with fluid simulation being governed by fields. I would say it would give Realflow's daemons a run for their money. Unfortunately, August 20XX is such a long way away....so please MAXON, give us some insights!!! Dave
  41. 5 points
    I will be uploading the plugin here shortly. Here's already the "documentation" how to use it. No fancy interface, as it just gets the job done. Here's the plugin: Ringloop v02.zip
  42. 4 points
    Just wanted to thank and share a wee animation with you. This has had great feedback on Facebook. I have been around the Cafe for quite a while asking for help and advice. It amazes me that guys in here at the top of their game take the time to respond to us all. I have even had people write scrips for me. This might not be of your taste and perhaps not technically 100%, but where I live it hits the mark. Enjoy… https://youtu.be/Fznppt3gA38
  43. 4 points
    Per Anders receives academy award for MoGraph
  44. 4 points
    I started this as purely modelling practice, getting this far has taken 7 total deletes and restarts, been a very good learning curve. So far I'm happy with it, still quite a bit of tweaking and finishing to go before I start lighting and paint.
  45. 4 points
    Howdy, So I peaked at the file. A couple of things: I'd reccommend never putting stuff at generators priority level. There's really like...no point. Unless you're doing crazy junk, with sds' and like deformers then maaaaybe, but generally speaking, for a standard rig, you never need to leave Expressions mode. In general if everything is in Expressions mode, then it's just an order of operations thing. So it first looks at the priority number. If everything were at the same number, then it solves top of OM down. And then on an object, the tags would solve(i think) left to right. So assuming all the same priority number, you can fix lags by adjusting the OM order. But having said that, it's generally just not going to be as simple as that. Really, the simpler thing is to just adjust the numbers. That way Expressions 0 solve before Expressions 1, which solves before Expressions 2, etc. So, when I open your file here's what I did to remove the lag: 1. I moved the mesh and deformer below the rig itself. I think it's generally better to have the rig and everything above what you are deforming. 2. Switched the SplineIK tags from Generators to Expression When you do those two things, there's still a lag. The reason is because those tags reside under BD_Head_jnt. BD_Head_jnt has a constraint tag on it set to Expressions 60. Ok So 0 solves before 60. However, the positioning of the joints are a child of BD_Head_jnt. So right at this point the Behavior is Solving the SplineIK, Solving the head....which would put the splineIK not in the right spot. Hence the lag. So to solve it: 3. You can either Set the SplineIK tag's to Expression 60 or higher. So if it's set to 60, because it's below the head, when c4d solves everything in Expression level 60, it solves them top down. So even though they're both 60, Since it's under BD_Head_jnt, it will solve after it. Or you set it higher than 60 it'll solve after. Hope this helps and makes some sense.
  46. 4 points
    Here is a video that I found interesting in that the presenter Perry Harovas has been a long time Maya user so can shed some light on some comparisons between the two. He didn't mentioned Mayas Rigging but either still its gives C4D users some perspective when we think the grass is greener on the other side of the fence. Dan
  47. 4 points
    I had the opportunity to work with some amazingly talented artists, here's the end result. The entire video can be viewed here: https://vimeo.com/303567431
  48. 4 points
    https://insydium.ltd/news/latest-news/cactus-dan/ Insydium has made my love them even more with some new project called bridge that will let us use older plugins on newer versions of C4D is a read it right, but clearly states they are bringing back Cactus' Dan's tools! So excited!
  49. 4 points
    This is Pig, he's er, well...he's a Pig, and also a not so noble steed by the looks of things! still a work in progress :)

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