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Showing content with the highest reputation since 01/05/2019 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. 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
  4. 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
  5. 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
  6. 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.
  7. 6 points
    just finished this :) @Cerbera sorry for the caps in the topic title, but the title of the video just required it ;)
  8. 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 ;)
  9. 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
  10. 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)
  11. 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
  12. 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
  13. 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
  14. 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.
  15. 5 points
    Created for fun.. Software used: Zbrush, Rizom UV, Substance Painter, Cinema 4D and Redshift
  16. 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!
  17. 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
  18. 5 points
    Whats up guys. haven't done any personal work in a while, so this should be fun, more to come soon :D
  19. 4 points
    Dave is very cool and grounded guy, he never talked with any of us at Maxon with a bossy attitude. We truly believe he is capable to lead is in a better future.
  20. 4 points
    10 min keynote from the new MAXON ceo! Just announce the big news and wrap it up. I like his style! Tim Cook can learn something from this.
  21. 4 points
    Hey guys wats up, so i made this character a few years back, for a cafe challenge, and came across it again a few days ago, and decided to push it further, mainly, i redid the head, changed a few proportions, remodelled and improved some bits and cleaned up some topo in places, now just doing some look dev on the grooming/ materials , currently a wip, comments and critiques welcome :D (click a few times to view larger )
  22. 4 points
    I've just started this for a client, any comments will be gratefully received.
  23. 4 points
    I have recently been receiving a lot of messages asking for help. And generally i’m a helpful guy, i answer questions, make tutorials etc. But more and more i’m getting the following messages, and they are all the same. First the person asks me how i am and then asks me to explain something that could be googled. So i decided i need to write a little tutorial on how to ask people for help. So first Example of how not to ask for help: The next one is slightly better, because at least he tells me what he wants and doesn’t waste my time with small talk. But they are both bad, and i don’t really want to answer them. The thing is there are people who message me randomly out of the blue and i answer and help them, and have been over the course of many years. Some even pay me when they can, have a lot of good long term relation ships springing from just people asking me questions. But these people seem to be just lazy and just want me to do their work for them. So… How should you ask a question that i would want to answer? Google your question. Try using what you found to make something Ask the question on a forum like c4dcafe.com Or a cinema4d facebook group, or twitter or cinema 4d slack/discord channel. Try make something Now if you still haven’t figured something out, you can show me what you made with a screen shot( and maybe a link to your file hosted of wetransfer.com) and ask me what you can’t figure out. And i will most likely make a tutorial about it. ... read rest of article on my site: https://ace5studios.com/ask-help/
  24. 4 points
    Don’t we all love the guy who pops out of nowhere to ask a question and then doesn’t even take the time or courtesy to reply back after he’s received a thoughtful answer. I say some sort of acknowledgment or maybe even a ‘thank you’ is required operating procedure for anyone seeking help. People providing help are getting nothing out of it 98% of the time. At least honor a fellow human’s generosity for helping you. I think we sometimes are morally obliged to *not* help certain people. We owe it to ourselves to not be abused by the laziness, greed and opportunism of others.
  25. 4 points
    Here's the sort of thing I meant. Because I'm rolling the plaster on in the direction of the 'arm's natural curve I can get away with just the 1 bend deformer here. CBR
  26. 4 points
    This was all done with in the physical renderer of Cinema4D. All credits to those listed in the description. Any and I mean any suggestions for improvement are welcomed. Lighting references:
  27. 4 points
    Hello, you all! ... Noises are not easy to understand at first sight. Al least, no for me. I needed to train that. I've done hundreds of exercices and now I think I can speak maybe a little of this noisy language, voices of an infinite world. After some work, nothing was the same, again. Noises are 3D artists best friends for modeling, for texture, for animating, for every level, even for pleasure - I can watch them for hours. I've learned for free and for hours, for years, in this chair. Watching videos in youtube, in cineversity, in vimeo. Now I want to share my workbook with you all. More than 600 pages - I could not believe it!! - with CINEMA 4D renderings, about possibilities, about learning how to see, to understand all of them. ... Just follow this link that will redirect you to a simple site I've done in sites. The file is on Google Drive, no email required. ... Hope you like it! ... If so, please let me know. Thanks a lot. ... João Marco
  28. 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
  29. 4 points
    This is my first interior using Redshift, it took an age to render on my ageing GTX970, 17 minutes. I'm pretty sure I've tweaked it enough to render as fast as possible. I'm still get aliasing on the bright shutters, not sure why.
  30. 4 points
    Hi guys. After seeing Redshift was on sale I thought id give it a go with the demo. I picked my last render to compare it with so used the same scene. It took me a good while to translate things which its still 100% but I think it makes a comparable render to Vray Alsurface. Vray Alsurface took 5hours, Redshift took 2hr 3min. Same multi pass setup and basic post. Cpu 5930k 6core "4.3ghz GPU GTX 780 g6b Dan
  31. 4 points
    Here's my attempt : I noticed there's a pattern of 5 wires switching 90 degrees in 10 steps. So I made a N-side of 20 sides, edited it and duplicated every 20cm 10 times. Then I duplicated those 10 N-sides and changed their size to match the interior wires. Next I used the Pen tool to create a new spline (with Snap to Vertex on) and created the path for each wire on the exterior or interior N-sides to match your picture. Finally I dropped the two sets into Cloners to make the full tube. It's not prefect (wrong length) but hopefully it gives you a good solution :) Brain Tickler.c4d
  32. 4 points
    Per Anders receives academy award for MoGraph
  33. 4 points
    There's 2 radius R = length of side r = R * sqrt(3) / 2 = R * 0.866 approx in one direction the step is 1.5 * R other direction step is r * 2 for your obj with length 10, this equates to 15 and 17.32 square root of 3 is not an exact number https://en.wikipedia.org/wiki/Hexagon
  34. 4 points
    Heres a few wires, theres some poles on he eyes i need to fix at some point
  35. 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.
  36. 4 points
    I thought I would share my recent coup on making blood vessels using Hair. It is incredibly customizable. Hair Blood Vessels Growing.c4d.zip
  37. 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.
  38. 3 points
    After the gold and fluttery-ness of my Golden Snitch, it seemed only logical to do a Quaffle next - I seem to be doing the set. In fact these Quidditch guys are great for an ongoing personal project in that if you don't have much time you can always just spend a free night doing 1 type of ball, and then come back to it later to add to the set... Still working on textures, but off to a fairly decent start... this one was Physical Render /GI - 3 mins. CBR
  39. 3 points
    You can always just setup such a scene yourself and then reuse it with different materials. It's really not a big deal and decent HDRI's are not really that expensive anymore. Here's some directions: HDRI Haven (Free) textures.com HDRI's
  40. 3 points
    Some workflow info: I really like the Volume builder and mesher for creating these smooth surface body parts. - Some retopo in 3D Coat - Marvelous designer for the neck part - Modeled and rendered in C4D off course - Redshift for rendering Still a lot to add
  41. 3 points
    Oh you've come to the right place ! :) I modelled a diorama of Gandalf's Cutting a few years back... To get the frame of the circular door you just need to do some basic modelling. Get a disc object the same size as whatever you used to make your circular door, but make it slightly bigger, and then give it an inner radius of slightly smaller than the outer edge of the door frame. Then you can just select rows of edges and extrude them out in square form, like this... 1. Start with a disc. 16 segments is probably enough. 2. Edge Mode, Select the uppermost 4 edges, hold ctrl, and drag them out, then hold shift and scale them flat on Y. 3. Do the same for the sides, but this time scaling on X... 4. Close the gaps by extruding the edges next to them, using vertex snap to get them precisely aligned. Then weld the coincident points. 5. Add more extrusions to boundaries by ctrl-dragging with the move tool until you have the sort of dimensions you need, then, select all polys, get the Extrude tool, tick Create Caps and then add thickness to the wall by dragging right in the viewport... CBR
  42. 3 points
    Thanks! I put another 6-8 hours into this model. I still have to do the "mouth parts" and clean it up before UV's and texturing. There are a lot of messy bits.... The butt was a pain in the.... but I think it's working now.
  43. 3 points
    This is my recent personal project, thank you very much my good friend @chuanzhen for providing plugins and a lot of knowledge about rig rig demo About plugins: @chuanzhen e-mail:faxwang123@gmail.com Twitter:https ://twitter.com/chuanzhen187 You can download the scene file here: Toy Rig 1.0:https://drive.google.com/file/d/1ecKQ-1Ui7xdN7qLB1z9mbXvic4Gghimo/view?usp=sharing
  44. 3 points
    the GI lighting in your scene multiplies over the background compositing. the planes become visible, because the GI shadow is visible on them. the question is what do you want to achieve? shall the walls emit light on the object? shall the object throw shadow on the environment? This image shows the shadows:
  45. 3 points

    From the album: My works

    © abcdfg.com

  46. 3 points
    Hi As you may have noticed you will have not found what your looking for and there is good reason for this. While Modeling, texturing, Uv mapping, sculpting, rigging, posing, rendering can all be done all in some 3D applications your find that a professional pipeline is normally using multiple applications this is one of the reason why you dont see such training as the tutor would have to assume the Student will also have that same combo of applications which will limit sales for such training. The second reason is its a massive job to undertake because each area you mentioned is a skill set within itself and takes days, weeks for each stage normally done by multiple artists within the whole pipeline. Your not talking about a tutorial here your talking about volumes. The next thing is character work is likely to be done mainly in Maya and even although some who use it dont like it they have no choice because the studio pipeline is built around that with many scripts built for it. For someone to take on such a huge job alone to make such a tutorial your most likely find it for Maya but even Maya users will use Mudbox, Zbrush, 3Dcoat, Marvelous Designer, Mari, Substance Painter/Designer, Unfold3D and your get different combos of these. I use C4D for modelling ,base sculpting, Rigging, posing, hair. Uv Mapping its hard to beat Unfold3D. Sculpting Zbrush, Clothing rather new to my pipline is Marvelous Designer, Texturing Substance painter, Zbrush and Photoshop. Rendering Vray or Redshift. If I was forced to teach the whole process all in C4D I would not enjoy the process as much as using my individual apps and the results would not be close to as refined, in fact I did just that for my first project in C4D. Now the good news is you can find this training but it will be as separate tutorials often made by different artists. You can learn these and bolt these skill sets together. Modelling will take some time to learn to get decent at it. You can learn from almost any 3d application for modelling as the tools or equivalent can be found in most 3d applications. Your naturally have to learn Uv mapping, that again needs practice and your modelling skills will make it easier for that process as you get better. Your find texturing tutorials mainly in Mari, Substance painter, Photoshop, but you can learn Bodypaint and get reasonable results depending what your aiming for, realistic or cartoon. Rigging, well if you dont want to get too deep into that then C4D Studio has its own character builder which you can use, or Mixamo online can rig for you, but if you intend to learn to rig too your have your work cut out for you if learning all them other skill sets also. As I dont know your current skill and experience level I cant assume where your coming from, but if your a total beginner you may well not realise just how huge of a job it is to create a character from scratch and do the Uv, texturing, sculpting, rigging, servicing, lighting, and rendering. There is allot to learn in them areas, years so if your a total beginner id start with just modelling alone. If you have experience in modelling but not character modeling then your half way there. On Cinivercity there is enough tutorials on there for you to get through most of what your after but some areas in C4D are not up to the industry individual apps out there that can do a better job such as Uv mapping, texturing, sculpting, but it is capable. Dan
  47. 3 points
    heres my take on it, timing could be better on animation but its not too bad. Thought originaly to add pipe either side but could probably extend this one starting from scratch. needs some extra bits and sparks etc but I thought it was working reasonably well. Finer detail with more segments etc, but my old mac says this is enough for me. Sliced cylindrical falloff is the key here for me. Deck play for the effect, maybe stop at end and cut in half for the floor drop. bit square on the fall off ends but ok with certain noise. A few extra effectors stain maybe to take out some more random chunks If you had R18 you could have done something similar and probably better with the voronoi fracture tube melt_0003.c4d
  48. 3 points
    Nope - MAXON is not for sale. Nemetschek is growing and buying too :)

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