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Showing content with the highest reputation on 02/08/2020 in all areas

  1. Here we go... new model made of 3 parts, so we only put the detail where we need it. The screen doesn't need any detail, so is 1 polygon ! The Frame only needs about 16 polys, and only back requires more because of the curves in the indents there. Bevel deformers are applied in Chamfer Mode to frame and back sections, to give us our nice edge highlights, but the screen doesn't even need one of those ! Here's a corner detail showing the bevels... So, this wins as a viable model over your SDS version because: a) it was m
    3 points
  2. @Cerbera this is something completely different then how I did it indeed. Looks a lot more efficient damn. Thank you for this masterclass. I much appreciate this! Regards, Pieter
    2 points
  3. Oh good - the first one of these has arrived. Things may have gone a bit plot-mental, but the force remained strong with the VFX department My favourite bit was when they said... CBR
    1 point
  4. Not everything has to be made using subdivision. This for example would be a good thing to make using hard surface techniques instead, especially if the client demanded polygon efficiency, because it is mainly flat surfaces. However it does also work as an SDS model, and in this case you don't need to worry about the size discrepancy because a) control edges are something of an exception to the 'keep polygons evenly sized' rules, and b) you're not working with a curved form. So yes, that model is generally fine so far... However, you should have been able to
    1 point
  5. There are a few ways you can do it. 1. TFD. I believe there might be a few tutorials on Youtube that might help with setting up TFD for clouds. Here is an example, but I believe it was rendered with RedShift. https://vimeopro.com/davidtorno/showcase/video/255510080 2. FumeFX. Cinema 4D now has FumeFX, and it can do the same thing as TFD. Here is an example of FumeFX being used for clouds. I'm not sure what render engine they use for this, but it was done in 3DS Max. 3. Gradient material on cloned planes. There is a tutorial here that explains how t
    1 point
  6. You could use displacement on geometry such as sphere. Pyrocluster would do a fair job but best go with a fluid simulator like TurbulenceFd or X particles. I know TFD well so give me a shout if you need any help
    1 point
  7. OK, this is rescuable This is how you'd select the inner extruded polys... However you are going to need to: 1. Use Plane Cut to reinforce the long polys in that section after the extrude or it will collapse under SDS. Like so... 2. Eliminate the triangles and complex pole in the centre of the top... Quadcaps_for_beginners.mp4 That'll give you something like this under L2 SDS... I do wonder though, from looking at the reference if you haven't got that initial inner extrude
    1 point
  8. Cerbera — You are an Angel. I cant thank you enough for this. it makes a lot of sense and it helped me a TON! I'll keep on reading through your points and move forward creating the cap. I'll post my progress here as I go and let you know if I have any more questions. SO excited to see this come to life and start rendering. THANK YOU.
    1 point
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