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Showing content with the highest reputation on 03/14/2019 in Posts

  1. Got a little farther along. I had a day of voice recording with my voice actor, Mike Luce this week. We did 2 scripts so I'll have stuff to work with for a while now. One thing I can't seem to remember is that when you scale the characters, the hair and fur don't scale with them! It took some time to get them looking right again!
    3 points
  2. So I have been inspired @Cerbera being inspired by @anglereserve to post some color test I did recently. Pretty happy with how it looks like, just wasn't sure if it was worth sharing. https://imgur.com/a/wzXV1mN
    1 point
  3. Thanks @Cerbera -- I appreciate the clarification!
    1 point
  4. Yes, same place as regular HUD, but it might not have been obvious what to click there if you didn't know what that block was called... CBR
    1 point
  5. Don't you click those on and off under the HUD tab though? Or is there another way to do it?
    1 point
  6. No, the regular HUD is not what he's illustrating there - that's the Open GL statistics, but I don't know why OP wants those - they are almost universally unhelpful to modelling ! CBR
    1 point
  7. Is it the HUD you want to turn on? That's in the Attributes Window then Mode in the attributes menu and then View Settings and finally the HUD tab. If, that's what you are looking for....
    1 point
  8. You can do it with Mograph Selections used by colored Shader Effectors. Your example was so cute I may have to do that one myself. Shape Shader Dynamic 2.c4d.zip
    1 point
  9. Hi, providing you get the simulation the way you want it. You can then bake the simulation without the colours, and when the balls filled the box again apply the pattern colours where you want them.
    1 point
  10. I wouldn't say dumb - it's more than reasonable to be wondering about both those questions ! :) S focuses a selection, which can be components or objects, whereas O focuses just a selected object or objects (in the case of single objects centering on its axis ). You can test this by making any object editable, selecting a single polygon on the back of it, then do S and O to see the difference... I also get the problem where camera pivot goes screwy sometimes, but usually fix it myself my just deselecting / re-selecting the current object, which seems to work 99% of
    1 point
  11. I do like these self-fixing problems :) But while I would expect a boole to give you problems with anything that uses its volume if that volume isn't closed I can't explain why your scratch build worked if that remained the case... CBR
    1 point
  12. Its down to the usage. how low you go is down to what you expect it to do, how close you get at render time and what its being made for. I would not go that low unless I was asked to make it for a low end phone app/game. As I mentioned before SDS tag will simply smooth the mesh, but its the cage mesh that the weighting get applied to and does not take into account how smooth it looks from the SDS tag. If I was to make a bird, even for personal stuff I would add enough loops to allow a dynamic set of wings using dynamic joints, maybe use a Random effector on it to flap them. I would make
    1 point
  13. if you're using GI you don't need AO, GI does the occlusion by itself. your render looks like a render because the lighting isn't very good and the materials lack realism. your metal is a bit too shiny, you could introduce a little roughness and also break it up with tiny scratches and slight variation in reflectivity and roughness with a grunge map.. even the newest product has been touched (somebody has unpacked it, right?), has dust on it, this all results in variation of the surface. touch a chrome button with your finger, even when your hands are freakishly clean, your fingers
    1 point
  14. Keyshot is without doubt a superb renderer and sits in its own place at the top when it comes to product shots. Its sheer simplicity and speed makes life easy, but comes at a huge cost. I cant see why you wouldn't get close results in C4D physical render, its just times with be significantly longer. As Fastbee said show us a render in C4D physical using same HDR map and scene set up. It you use a PBR material set up it should yield good results. If you own Keyshot already then stay with it, its a rather expensive render engine so why settle with C4D own engine after shedding th
    1 point
  15. I like both techniques and wonder why they couldn't be combined. While the Lester Banks video was easy to follow (as well as just brilliant) the first one minute tutorial required you to be super quick with the pause button to unpack all the steps. To help, here is what I as able to discern from multiple views in the first video: Tree Deformation (first video): 1) Set up a spline that matches the main trunk and subdivide it appropriately. 2) Set up a hair object converted from that spline 3) Link that hair object to some planar object (a disk in this video)
    1 point
  16. That's a yes. I believe these are the leaves you are looking for... hair and Ion Oprea (via Lester Banks) to the rescue ! Probably mute audio on that one, nobody likes the sound of clipping :) CBR
    1 point
  17. not exactly what I think you are looking for but maybe ti will work for you I have seen another that makes just the leaves move but I cna't remember where
    1 point
  18. Please check your gamma settings in the workflow. Somewhere in the project configuration. I'm not near my computer. Search in the manual if lost. ... Cheers. ... João Marco
    1 point
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