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Showing content with the highest reputation on 01/10/2020 in all areas

  1. 3 points
    Hey There I realised that i only have been nagging about my issues and questions i have about some stuff and forgot to Do the Introduction Post So here it goes. Hey. So i am a newbie 3D artist / Photographer Been doing photography for a quite some time and decided that want to learn 3D Been working with C4D roughly 3 Weeks now and yeah its nice. I like the challenge of leaning new things from scratch and experimenting. I have attached a small render i did Last evening Used OCTANE + C4DR19 Octane Mix Material MoGraph Cloner Some Black emission materials Skull is my take on Bill Elis skull ( you can buy them from his web shop) I added the horns and some textures on surface via ZBrush ( Yeah Learning that as well) All feedback welcome and yeah happy to share all i know Also i upload all my renders on my website if you wish to see what i have accomplished in this period of time https://pixworth.media/rendering Ta Griz - AKA PixWorth Media (PWM)
  2. 2 points
    The workflow may not come premade, but if you like working that way you can set it up using hair and cloner. I've attached an example. It's not straight forward but once you've figure it out you can save it as a template. Hair has a paint tool called "Add Guides" which has all the setting you need (like min spacing). Instead of producing hair splines you can instance objects. My example instances a single poly per guide to provide the position and the alignment to the cloner. Now it is just a matter of providing the needle geo that you would like to use and start painting. Variations in size, rotation or color can be done with effectors. Make sure to have the hair object selected when painting. painting_needles2.mov painting_needles.c4d
  3. 2 points
    Haven't tried it as I don't own fume fx, but this sounds like a job for "connect object". Try putting the voronoi in a connect generator and place that as source.
  4. 2 points
    Some more of my Reuleaux Triangle experiments - in this scene, the rotor is a collider rotated with XPresso. The fixed width parallel bars are a rigid body on a slider connector, and C4D dynamics does the rest RT parallel.c4d here's the same thing in a rigid body rectangle that is on a planar connector. The square moves, so the camera is parented to it making it appear stationary RT in square.c4d if you make the Reuleaux Triangle from the default size N-side, it fits exactly into a honeycomb cloner RT honeycomb.c4d this vehicle with Reuleaux wheels on a keyframed tilting surface rolls at constant height RT wheels.c4d I think that's enough wobbly wheels for this week
  5. 1 point
    You remember those books you had as a kid which listed all the possible professions, like fireman, police man, doctor etc.. ? I feel like in the 3D Mograph area that’s a bit of a lacking resource. So i decided to try stick together a bit of a guide of possible directions you can explore. Before i go through them, i’d like to point out a key difference between MoGraph and general VFX and 3D for games and movies. When you work in Mograph, deadlines are a much larger issue, and they are MUCH shorter. So one of the main points here, is making something that looks cool with the least amount of time/computer power. I’m also going to list the pro’s and con’s I see in each of these areas. But as everything in this industry, they always change, and depend on your geographic location, who you know and your personal level of luck. Bumpers and 3D bumpers for tv channels. I think this is where mograph in general originated, tv channels wanted cool stuff to show people. I’d have to guess MTV was the main driving force for this. These are kind of like title cards you see on TV ( if anyone reading this still watched this). The stuff that comes on before the weather, or a news update. The range here is huge, from super technical russian stuff, to quite basic stuff that is more favored in the west. This also has overlap with youtuber content now, since they need similar graphics for their channels etc. main con: youtubers generally pay little, getting gigs with dwindling tv channel budgets is harder than ever. Also places like videohive provide just a mass of pre-built ones, which can be real pretty and you have to compete with that. Large brands pay very little, because everyone wants to work for them. Some great work from top tier talents over here, Phillip Pavlovs is more skewed towards Russia and Eastern Europe, and then you can see the start difference towards more western work of Capacity Vizualization I’m going to group architectural and product into one here. This is basically creating very realistic or hyper realistic representations of real products for video ads, or maybe print ads. Things to look up and google: Unreal architectural vizualization. RTX graphics cards and real time reflections in game engines. if you are doing product viz, you will most likely want some kinda of fluid simulation tool under your belt too. It will let you making swirly liquid stuff around juice boxes etc.. Animator Basically here your job would be to make stuff move in an realistic and appealing manner. This could be characters, cars, particles, crowds ( although crowds is a bit more of a simulation thing). Would reccomend to read up on the 12 principles of animation, and then start applying that to everything you can. Start with small basic stuff, like cubes, post boxes, fridges etc.. then move onto stuff with more moving parts. This can also be applied to just text and camera moves. And just abstract shapes. Character work This is also a very vast field, which has many sections in it. Modelling/sculpting/retopology, texturing, Grooming ( hair fur), clothes creating/simulation, rigging ( putting bones and stuff in), animating ( blocking, cleaning up, adding detail) Abstract stuff for animation Think all those crazy nike adds with knitting and other fancy stuff happening. This is basically a matter of learning the tools and what they can do and then figuring out how to combine them in new and interesting ways. Parts of it are very technical, but also lots of lucky accidents while messing with the various tools provided. Previz Short for pre-vizualization. Basically it’s blocking in all the movements, for characters, products, cameras etc and figuring out the timing, the mood, sticking some music onto it. This is something that really should be done for all projects, and often done by artists doing other stuff or art directors, but there are people who just do this as a profession. Simulation Expert Simulating fluids and explosions is something that is getting easier with every year, but it’s still not something that is easy to pick up, and the simulations takes LOTS of time, so lots of waiting for you computer to calculate stuff. In this field technical proficiency with managing networks can come in handy, so you can figure out how to get your software to calculate stuff across multiple computers, potentially in the cloud and get revisions faster. Software to look into: Xparticles for cinema 4D, houdini Medical Vizualization Animating various medical stuff with molecules and viruses, you will be looking to provide visual materials for various medical research companies who need to demonstrate how their products work. Also documentaries which explain how the human body works. If you have an interest in biology, this is a good field to look at, since to do this well you have to be able to understand what is being explained to you and then visualize it. The more you already know about biology, the less the client has to teach you, and the faster you create what is needed. Software: Cinema 4D mograph tools set, hair tools, xparticles, houdini, sculpting skills might also help. Mad Microbe do some amazing work in this field! Environment artist This is basically all about making backgrounds, which spans from making rooms, like in archviz, all the way to making epic landscapes for lord of the rings style stuff. For this kind of work you probably need houdinin, but lot’s can be done in Cinema4D. This is a small video that i really like about this sphere of work. 3D modelling Hard Surface and Organic Hard surface – this is i guess part of the vizualization industry, but again, this is also a separate skill and specialization. Here you would specialize in modelling man made objects. Think Blenders, vacuum cleaners, cars, planes and electric toothbrushes. In this kind of job you would be provided with sketches and drawing which then you would have to turn into 3D models. Organic – Basically the same thing, but here the speciality is more organic stuff, Plants, food, animals, human characters etc.. The main difference from Hard surface modelling is you have to know more about rigging and animation, because your models will most likely be handed off to riggers and animators and they have to be able to deform naturally, unlike hard surface, where each individual part moves on it’s own. 3D sculpting artist This a type of procedure that can be used for generating both hard surfaces and and organic surfaces, and if you are a talented sculptor you don’t really need to worry about good topology. You would be hired mostly just for your knowledge of what things look like or your ability to design characters out of virtual clay. It is up to you if you want to delve into retopology and baking. Software: Zbrush, 3dcoat, blender Clothing Artist With tools such as marvelous designer you can focus on clothing design. If you can retopologize it and then sell it even better. This is a good field to go into if you ever wanted to be a clothing designer in the real world. Lots of the skills are transferable and quite essential. Retopology and Baking This is the process of converting the very dense geometry generated by 3d sculpting into much more efficient and light geo in order for it to be usable in animation down the line. It’s not the most fun work, but some people really enjoy it. Also every day there are new tools coming out which can significantly increase the speed with which you can work. Most people in the Mograph industry shy away from modelling. Software: 3dcoat, topogun, xnormal, substance painter, blender, modo. Vehicle Artist Design and model, rig, animate vehicles, ariplanes, skate boards. Lots of overlap here with industrial design and concept art. Being good at drawing plays a pretty large role here. when targeting the mograph field, you will probably be more likely to make a profit modelling stuff for yourself and then selling them as ready assets so other artists can use them in their animations. Currently in 2020, i feel drone like vehicles, med evac or delivery type stuff i think should be quite popular. Lighting Artist As the name implies, you would be setting up lighting for various scenes. This is all about conveying mood and emotion through lighting. Think of this as the type of person who sets up lights in a photo studio, but you could be working on an interior, or vast landscapes. Good way to demonstrate skills in this field, is getting a scene and then lighting it in different ways, demonstrating your range. Dark and scary, mysterious and exciting, happy and inviting etc. A good field to combine with materials/texture artist. Look into: hdri light studio pro Texture/material/surface artist Here you are responsible for creating materials for others to use. Sometimes this is painting textures on an ogre, or realistic faces, other times its texturing an old rusty fridge, or a cargo ship full of fridges. The 2 main tools you should look into are Substance designer. This is a procedural node based material generator. So basically it is used to create materials which look at the geometry its being applied to and then vary based on that. So a smooth part of a model can be automatically painted different to an area full of corners and sharp point. And dirt can be automatically generated in creases. The second tool is substance painter, this is used to paint on stuff in a more direct way, like with paint brushes, but substances made in the other applications can be used as bases, and then customized for your specific model. UI/FUI stuff like iron man, but can also be used by software developers who wants some cool looking stuff in their applications. But mostly probably would be targeted towards films, and futuristic video ads. You would be creating fancy stuff with mograph and cloning etc… Projection Mapping This can encompass pretty much all the stuff listed above, but you specialize in figuring out and creating ways to project the animations you make onto real life objects, like buildings, cars, tunnels, etc.. To practice this stuff ideally you would need a projector at home, so you can practice small scale. But you should also figure out how to project stuff virtually and then see if the virtual projection lines up with the physical one. The style of animation here is often very different to the stuff you do for advertising, since it needs to be slower and more long form. Rigging Setting up virtual object to be easier to animate. Here is a great video about what is rigging, i might have to make something of my own though at some point. Overlap As you can see lots of these fields overlap, and thats how it is everywhere. You can generalize or specialize as you see fit. What you pick is a combination of a) you should pick something that you enjoy doing, b) you should specialize enough for people to be able to remember that about you. for example :” oh yeah, i know someone who animates fridges!” Getting jobs Go read my article on them here: http://ace5studios.com/jobs, but apart from that you have 2 main choices to consider. You can either go directly after end clients and offer them a full service. So for example if you do projection mapping, you can go after city councils or hotels or event companies which need this kind of stuff and provide the whole package ( keep in mind that you will need to also provide sound in many case). Or you can target studios and other artists who need help with projects. This depends on your personality more than anything. Do you just want to do the thing you specialize in? Or do you want to also manage people, and have more over all direction in your hands. You can obviously do both, but this decision affects how you market your skills. Do you focus on other people in your industry, or do you throw your net out to just the general public? This is by no means a comprehensive list, but i’ll add to it as i go. Got any suggestions? list em below in the comments The post Things you can do in the 3D MoGraph industry appeared first on Ace5studios. View the full article
  6. 1 point
    here... only what is different is deleting bottom half of sphere...
  7. 1 point
    First renders off the new laptop. Model by CG Trader - rendered with Corona.
  8. 1 point
    ...something similar in this thread...
  9. 1 point
    Thanks, I have already did it the hard way, this is a new build so there was no data to transfer apart from the pain of loading the OS and then the rest of the apps. Thank you for all the help and suggestions you guys gave me, i am back on track now.
  10. 1 point
    Your SSD manufacturer may have a migration app that will transfer your operating system from the old drive to a new one. Samsung have such an app. Saves on reinstalling stuff.
  11. 1 point
    Hey Hey Thank you ! I will start uploading here to. ( on holiday this week/end so will do in new week ) I recently created Behance profile so kind of thinking serious about this 3D bucket of Candy and pain. I hope to soon learn animations but baby steps 1st as we all know
  12. 1 point
    Those are great looking results. And since the needles tend to grow in a more or less fixed spacing and alignment it is totally plausible.
  13. 1 point
    Inspirational, very artistic, I'll give up now
  14. 1 point
    No, that does makes sense You need a different mapping for the alpha channel than you need for the rest of the material, which you should be able to do with projection shader. Not that I have ever tried that in this context, but it should work in theory - you should need flat mapping on Y+ for the alpha and UV mapping for the rest of it... I'll do a few tests myself if I get time later... CBR
  15. 1 point
    This can also be done via Volume Modeling. Take the skull model as base and then work on from there. I've attached a very simple example of the workflow. VolumeModeling.c4d
  16. 1 point
    I've put this in the Octane Category for now, which is certainly better than where it was - Introductions, where it definitely shouldn't be ! But your question doesn't actually relate to specifically Octane, as displacement works very similarly in all renderers, so I might move it to Texturing and UVs later if it transpires that the advice you're getting is generally applicable. Displacement is driven by a grayscale map usually, though that may be generated by a procedural noise if you use the displacement inside native Cinema. Where you are using procedural noise, then the principal factor involved in that is randomness, so you don't so much control where the displacement happens, as keep flicking through random noise seeds until you find one you like ! But if you need specific control over where the displacement occurs, then you need to UV unwrap the object and then prepare a displacement map that fits the UVs you have created. You can either create a UV mesh layer then design this map in Photoshop, or Octane my have ways of baking its own noises into material maps. CBR
  17. 1 point
    Hi, First, install just SSD on your motherboard, then install OS, drivers, and usuall stuff. After that add your HDD, and install all software that you want (will be installed automatic on your C:\ drive which is SSD). Cheers, Dane
  18. 1 point
    If c4d is defaulting to your HDD, that sounds like the slow harddrive is your main system OS drive, you dont want this, the SSD should have the system on it.
  19. 1 point
    I have long been looking for an alternative, but under the R19-21 version, and I have not found anything yet. Perhaps you know similar plugins? Because I'm sad that MAXON did not bother to add this function by default in Cinema 4D. The author has not posted anything on his channel for a long time. another one alternative is DragPrimitives, but it is impossible to buy/download it because his site down. If there was a possibility - I would create a similar plugin myself, but unfortunately my knowledge of C++ and other languages is negligible alas
  20. 1 point
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