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Showing content with the highest reputation on 12/12/2018 in all areas

  1. 2 points
    I saw this link on youtube, I haven't watched it, but i'm guessing it uses the new Fields/Volumes functionality to achieve the effect.
  2. 1 point
    https://www.dropbox.com/sh/vy67ucmejh4kp2w/AADZ8og1-yWm9i0pt7x5qs1Da?dl=0
  3. 1 point
    Many ways! I'd start with a sphere in hexahedron mode. Then sculpt the basic shape and throw a material on it with a displacement map (some layered noise should work). The key will be in your material's SSS and Translucency settings to get that translucent cranberry look.
  4. 1 point
    If you're going to use Substancer Painter for texturing, you don't have to worry about the best UV layout at this moment. You have unwrapped your mesh, you flattened the UVs and you arranged the UV islands without any overlapping. That's enough for now and you could start with Substance Painter. There are many nice features in Substance Painter that helps you to get the best results: Because of its non-destructive workflow you can reload the mesh in your Substance project with a new, improved UV layout everytime you want to. All the texturing work you have created so far will then be updated. And probably you will do so when you're facing some issues with your current UV layout. E.g. the margin value in Rizom UV is set to 2 pixel. This might be ok if you want to have an output texture size of 256x256 pixel. Pretty sure you want to have a 2K or 4K texture size so you will increase this value. Same goes for the spacing value between your UV islands. A spacing of 4 pixel is very low when you finally bake out your texture maps. But don't do this now, leave it the way it is. Again: you can refresh an improved UV layout every time you want. Same for the size of some UV islands: You will notice that even with a texture size of 8K, some elements of your mesh don't get that amount of detail you want to. E.g. the middle part of the sword handle. You probably will use some leather or fabric material for this. With the existing size of these UV shells it's not possible to capture all the details. So you will come to the conclusion to enlarge these both UV islands and reload the mesh. A.s.o. / a.s.o. Compared to Photoshop or BodyPaint, Substance Painter is really great for those texturing jobs, but you will have to invest some time to understand how it works to get the best out of it.
  5. 1 point
    It looks a little more organized is all. I'm a generalist, not a UVing expert, but I think either way would have been fine. If you needed a close-up of the handle, though, maybe you would want to scale up those parts in the UVs since you have the space anyway.
  6. 1 point
    Just realized this is an issue with the latest version of Octane (4.01.1). No such problem with 4.00.
  7. 1 point
    Ha ha...so funny! Thanks for sharing all the stunning pictures. Very inspirational...even more so as I have just started looking at corona. Interesting to to see your models from VW too. I do some modelling in VW but have always gone to Cinema for modelling when things get more complex. Just can’t seem to get my head into the way modelling is done in VW ! thanks again for sharing...truly appreciated. Simon
  8. 1 point
    Maybe with a spinoff of this general technique? Erosion.c4d.zip
  9. 1 point
    A scene from an unusual chess game, modelled in Cinema 4d by Horst Dubiel. Kontakt: horst@dubiel.dk Homepage: www.dubiel.dk
  10. 1 point
    This thread should be for final images only. WIPs should go in the original thread. Found at the link below.
  11. 1 point
    Hey Phil, Don't be too hard on yourself. I do a lot of CAD work too - though for entertainment and not CAD/CAM for manufacturing. It takes a lot of concentration and brain space. On days when I'm in CAD all day, I don't know that I can just jump over to Cinema and make something. I tend to try to get to my studio early and make something first thing instead of fitting it in at the end of the day when I'm spent. I also have slowed down my personal work a bit - it's hard to stay inspired and productive - especially around client work or if the sun is shining beautifully outside. I think there is a slight backlash to the whole daily render thing - people think if they aren't Beeple or if they miss a day (or two or seven) that there is no point in doing it.... it's just not true. Set realistic goals for yourself and keep the projects simple - stupid simple. Download a free model from turbosquid. Texture it and light it in a studio setup. One a week. One a month. That's all it takes. I would also add there there are plenty of started quick projects that I abandon, or even take to final render and not post anywhere. I've learned what I needed to, but the final image wasn't great. Don't beat yourself up before you even get started.
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