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

  1. 3 points
    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 much less effort (so took less time). No control loops needed and no worrying about triangles, which now don't matter. b) the sharper corners are now easy to get, and are even parametric now so the client can come back to you and say 'make the edges sharper or softer', and you can do so in seconds without touching the topology at all ! c) it uses around 50 times less polygons than the SDS equivalent, so is a far speedier, more efficient mesh that will even render considerably faster ! d) The parts are now separate, so we don't need to continue edge flows between them and materials are now easier to assign. Here's the scene file, so you can see in more detail... Display HS CBR.c4d CBR
  2. 2 points
    @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
  3. 1 point
    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
  4. 1 point
    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 model this in 2 (or even 3) separate parts (the indented back panel doesn't need to be the same mesh as the front, and the screen doesn't have to be the same mesh as the frame), which would have enabled you to use far less polygons, and model it incredibly simply. In fact that main screen section could have been just 1 poly !! I'll make it HS for you show you the difference... CBR
  5. 1 point
    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 to set it up. https://tutorials.cgrecord.net/2018/04/creating-smoke-clouds-in-cinema-4d.html 4. Import .vdb files. I'm not sure if C4D can import .vdb files, as they contain volume info, and you'll need a way to render them. I know with Vray, you can use the .vdb importer, and that will allow you to render volume objects. I think Arnold can also do it as well.
  6. 1 point
    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
  7. 1 point
    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 step quite right. It's not high enough resolution for me to see in enough detail, but I think I see that the ribs actually go into the thicker band at the base of the cap. If they did that would require a slightly different approach in which we would build just one segment of the cap, do our single ridge there, and then array it round into the full object, which would be very much quicker than trying to do them all at once. Another options still is to not model the ribs in at all - simply make an array of capsules, and intersect them slightly - at this sort of scale, the effect would be largely the same, and it would take mere seconds to sort out. Not everything has to be the same mesh - the skill is knowing what you can and can't get away with. Here is one I built that way - as you can see, it's remarkably similar, and might actually give a superior / more accurate rendered result to the integrated mesh... CBR
  8. 1 point
    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.
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